description: Temporary structure used to track results of spawning components.

AudioComponents

type: TArray<TObject...

description: List of audio components spawned. There may be null pointers here as it matches the defined order.

CameraLensEffects

type: TArray<TScript...

description: List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.

CameraShakes

description: List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.

DecalComponent

type: TObjectPtr<UDe...

description: Spawned decal component. This may be null.

ForceFeedbackComponent

type: TObjectPtr<UFo...

description: Force feedback component that was spawned. This is only valid when force feedback is set to play in world.

ForceFeedbackTargetPC

type: TObjectPtr<APl...

description: Player controller used to play the force feedback effect. Used to stop the effect later.

FxSystemComponents

description: List of FX components spawned. There may be null pointers here as it matches the defined order.


description: Returns the object that originally caused this, game-specific but usually not an actor

module: GameplayAbilities

code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceObject() const


description: Returns true if this is locally controlled, using fallback actor if nothing else available

code: bool IsInstigatorLocallyControlled ( [AActor](API\Runtime\Engine\GameFramework\AActor) * FallbackActor ) const


description: Fallback actor is used if the parameters have nullptr for instigator and effect causer

code: bool IsInstigatorLocallyControlledPlayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * FallbackActor ) const


description: Optimized serializer

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


code: FGameplayCueParameters()


description: Projects can override this viaUAbilitySystemGlobals

code: FGameplayCueParameters ( const struct [FGameplayEffectSpecForRPC](API\Plugins\GameplayAbilities\FGameplayEffectSpecForRPC) & Spec )


code: FGameplayCueParameters ( const struct [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext )


className: FGameplayCueParameters

description: Metadata about a gameplay cue execution

AbilityLevel

description: If originating from an ability, this will be the level of that ability

AggregatedSourceTags

type: FGameplayTagCon...

description: The aggregated source tags taken from the effect spec

AggregatedTargetTags

description: The aggregated target tags taken from the effect spec

bGameplayEffectActive

type: bool

description: If originating from a GameplayEffect, whether that GameplayEffect is still Active

description: If we're using a minimal replication proxy, should we replicate location for this cue

EffectCauser

type: TWeakObjectPtr<...

description: The physical actor that actually did the damage, can be a weapon or projectile

EffectContext

type: FGameplayEffect...

description: Effect context, contains information about hit result, etc

GameplayEffectLevel

description: If originating from a GameplayEffect, the level of that GameplayEffect

Instigator

description: Instigator actor, the actor that owns the ability system component

Location

description: Location cue took place at

MatchedTagName

type: FGameplayTag

description: The tag name that matched this specific gameplay cue handler

Normal

description: Normal of impact that caused cue

NormalizedMagnitude

type: float

description: Magnitude of source gameplay effect, normalzed from 0-1.

OriginalTag

description: The original tag of the gameplay cue

PhysicalMaterial

description: PhysMat of the hit, if there was a hit.

RawMagnitude

description: Raw final magnitude of source gameplay effect.

SourceObject

description: Object this effect was created from, can be an actor or static object.

TargetAttachComponent

description: Could be used to say "attach FX to this component always"


code: FGameplayCuePendingExecute()


className: FGameplayCueProxyTick

code: typedef TBaseDelegate_OneParam< void, float > FGameplayCueProxyTick


className: FGameplayCuePendingExecute

description: Structure to keep track of pending gameplay cues that haven't been applied yet.

CueParameters

type: FGameplayCuePar...

description: Store the full cue parameters or just the effect context depending on type

FromSpec

description: If this cue is from a spec, here's the copy of that spec

GameplayCueTags

type: TArray<FGamepl...

description: List of tags, we allocate one as there is almost always exactly one tag

OwningComponent

type: TObjectPtr<UAb...

description: What component to send the cue on

PayloadType

type: EGameplayCuePay...

description: What type of payload is attached to this cue

PredictionKey

type: FPredictionKey

description: Prediction key that spawned this cue


code: FGameplayCueReferencePair ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InGameplayCueTag, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InStringRef )


className: FGameplayCueReferencePair

code: struct FGameplayCueReferencePair

StringRef

type: FSoftObjectPath


className: FGameplayCueTag

description: Wrapper struct around a gameplaytag with the GameplayCue category. This also allows for a details customization


className: FGameplayCueTranslationEditorInfo

EditorData

type: FGameplayCueTra...

GameplayTagName

type: FName


code: FGameplayCueTranslationEditorOnlyData()


className: FGameplayCueTranslationEditorOnlyData

description: GameplayCue.PrintGameplayCueTranslator [prints translationLUT] GameplayCue.BuildGameplayCueTranslator [rebuilds translationLUT, useful for debugging]--------------------------------------------------------------------------Editor only. Data that is only used by the GameplayCue editor tool

ToolTip

type: FString


className: FGameplayCueTranslationLink

description: Represents a translation from oneFGameplayCueTranslatorNodeto many others. You will have one of these links perUGameplayCueTranslatorthat can translate a node.

NodeLookup

description: Fixed size lookup. The RulesCDO return the index into this which will translate to the new node.

RulesCDO

type: TObjectPtr< con...

description: The rule that provides this translation


description: Builds all our translation tables. This works backwards by looking at the tags in the dictionary and determining which could be derived from translation rules. This is pretty fast.

code: void BuildTagTranslationTable()


code: bool BuildTagTranslationTable_r ( const [FName](API\Runtime\Core\UObject\FName) & TagName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SplitNames )


description: Builds allpossibletranslation tables. This works forwards by looking at existing tags and determining what translated tags could be dervied from them. This WILL populate the TranslationLUT with all possible tags, not just ones that exist in the dictionar. This is not as fast and is onyl called in the editor.

code: void BuildTagTranslationTable_Forward()


code: void BuildTagTranslationTable_Forward_r ( const [FName](API\Runtime\Core\UObject\FName) & TagName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SplitNames )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FNameSwapData](API\Plugins\GameplayAbilities\FNameSwapData) > & GetNameSwapData() const


description: Used by the GC editor to enumerate possible translation tags. Never called at runtime.

code: bool GetTranslatedTags ( const [FName](API\Runtime\Core\UObject\FName) & ParentTag, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayCueTranslationEditorInfo](API\Plugins\GameplayAbilities\FGameplayCueTranslationEditorInf-) > & Children )


code: void PrintTranslationTable_r ( [FGameplayCueTranslatorNode](API\Plugins\GameplayAbilities\FGameplayCueTranslatorNode) & Node, [FString](API\Runtime\Core\Containers\FString) IdentStr )


description: Refresh our name swap rules. Called internally by the manager and externally by GC tool

code: void RefreshNameSwaps()


description: Searches, slowly, to see if the passed in tag can be translated from something else. Don't call this at runtime.

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) SearchSlowForTranslationParent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description: This istheruntime function that translates the tag (if necessary)

code: void TranslateTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


className: FGameplayCueTranslationManager

description: This is the struct that does the actual translation. It lives on the GameplayCueManager and encapsulates all translation logic.


description: Helper to create a new link for a givenUGameplayCueTranslator

code: [FGameplayCueTranslationLink](API\Plugins\GameplayAbilities\FGameplayCueTranslationLink) & FindOrCreateLink ( const [UGameplayCueTranslator](API\Plugins\GameplayAbilities\UGameplayCueTranslator) * RuleClass, int32 LookupSize )


code: void PrintTranslationTable()


className: FGameplayCueTranslatorNode

description: A node in our translation table/graph. The node represents an actual gameplaytag or a possible gameplay tag, with links to what it can be translated into.

CachedGameplayTag

description: TheFGameplayTagif this tag actually exists.

CachedGameplayTagName

description: FNameof the tag.

CachedIndex

description: Our index into FGameplayCueTranslationManager::TranslationLUT

Links

description: Ways we can be translated into anotherFGameplayCueTranslatorNode

UsedTranslators

type: TSet< constUGa...

description: Translation that have been used to "get us here" and should not be used further down the chain.


className: FGameplayCueTranslationNameSwap

description: Basis for name swaps. This swaps FromName to ToName

code: struct FGameplayCueTranslationNameSwap

ToNames

type: TArray<FName, ...


code: bool operator== ( const [FGameplayCueTranslatorNodeIndex](API\Plugins\GameplayAbilities\FGameplayCueTranslatorNodeIndex) & Other ) const


code: FGameplayCueTranslatorNodeIndex()


code: FGameplayCueTranslatorNodeIndex ( FGameplayTagNetIndex InIndex )


className: FGameplayCueTranslatorNodeIndex

description: Simple index/handle for referencing items in FGameplayCueTranslationManager::TranslationLUT


className: FGameplayEffectApplicationQuery

description: We allow a list of delegates to decide if the application of a Gameplay Effect can be blocked. If it's blocked, it will call the ImmunityBlockGE above

code: typedef TBaseDelegate_TwoParams< bool, const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) &, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & > FGameplayEffectApplicationQuery


description: Equality/Inequality operators

code: bool operator== ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & Other ) const


code: bool operator!= ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & Other ) const


code: FGameplayEffectAttributeCaptureDefinition ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) InAttribute, [EGameplayEffectAttributeCaptureSource](API\Plugins\GameplayAbilities\EGameplayEffectAttributeCaptureS-) InSource, bool InSnapshot )


description: Struct defining gameplay attribute capture options for gameplay effects

AttributeSource

type: EGameplayEffect...

description: Source of the gameplay attribute

AttributeToCapture

type: FGameplayAttrib...

description: Gameplay attribute to capture

bSnapshot

type: bool

description: Whether the attribute should be snapshotted or not


description:
Attempts to populate the specified aggregator with all of the mods of the backing captured aggregator. Can fail if the spec doesn't have a valid capture yet.
True if the aggregator had mods successfully added to it, false if it did not

code: bool AttemptAddAggregatorModsToAggregator ( [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & OutAggregatorToAddTo ) const


description:
Attempts to calculate the magnitude of the captured attribute given the specified parameters, up to the specified evaluation channel (inclusive). Can fail if the spec doesn't have a valid capture yet.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeMagnitudeUpToChannel ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) FinalChannel, float & OutMagnitude ) const


description:
Attempts to calculate the magnitude of the captured attribute given the specified parameters. Can fail if the spec doesn't have a valid capture yet.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeMagnitude ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutMagnitude ) const


description:
Attempts to calculate the base value of the captured attribute given the specified parameters. Can fail if the spec doesn't have a valid capture yet.
True if the base value was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeBaseValue ( float & OutBaseValue ) const


description:
Attempts to calculate the "bonus" magnitude (final - base value) of the captured attribute given the specified parameters. Can fail if the spec doesn't have a valid capture yet.
True if the bonus magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeBonusMagnitude ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutBonusMagnitude ) const


description:
Attempts to calculate the contribution of the specified GE to the captured attribute given the specified parameters. Can fail if the spec doesn't have a valid capture yet.
True if the bonus magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeContributionMagnitude ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, float & OutBonusMagnitude ) const


description: Gathers made for a given capture. Note all mods are returned but only some will be qualified (use Qualified() func to determine)

code: bool AttemptGatherAttributeMods ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, [TMap](API\Runtime\Core\Containers\TMap)< [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > * > & OutModMap ) const


description: Simple accessor to backing capture definition

code: const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & GetBackingDefinition() const


description:
Attempts to populate the specified aggregator with a snapshot of the backing captured aggregator. Can fail if the spec doesn't have a valid capture yet.
True if the aggregator was successfully snapshotted, false if it was not

code: bool AttemptGetAttributeAggregatorSnapshot ( [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & OutAggregatorSnapshot ) const


description:
Returns whether the spec actually has a valid capture yet or not
True if the spec has a valid attribute capture, false if it does not

code: bool HasValidCapture() const


description: Register this handle with linked aggregators

code: void RegisterLinkedAggregatorCallback ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description:
Attempts to calculate the magnitude of the captured attribute given the specified parameters, including a starting base value. Can fail if the spec doesn't have a valid capture yet.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateAttributeMagnitudeWithBase ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float InBaseValue, float & OutMagnitude ) const


description: Return true if this capture should be recalculated if the given aggregator has changed

code: bool ShouldRefreshLinkedAggregator ( const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * ChangedAggregator ) const


description: Swaps any internal references From aggregator To aggregator. Used when cloning

code: void SwapAggregator ( [FAggregatorRef](API\Plugins\GameplayAbilities\FAggregatorRef) From, [FAggregatorRef](API\Plugins\GameplayAbilities\FAggregatorRef) To )


description: Unregister this handle with linked aggregators

code: void UnregisterLinkedAggregatorCallback ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Constructors.

code: FGameplayEffectAttributeCaptureSpec()


code: FGameplayEffectAttributeCaptureSpec ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InDefinition )


className: FGameplayEffectAttributeCaptureSpec

description: Struct used to hold the result of a gameplay attribute capture; Initially seeded by definition data, but then populated by ability system component when appropriate


description: Add a definition to be captured by the owner of the container. Will not add the definition if its exact match already exists within the container.

code: void AddCaptureDefinition ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDefinition )


description: Capture source or target attributes from the specified component. Should be called by the container's owner.

code: void CaptureAttributes ( class [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * InAbilitySystemComponent, [EGameplayEffectAttributeCaptureSource](API\Plugins\GameplayAbilities\EGameplayEffectAttributeCaptureS-) InCaptureSource )


description:
Find a capture spec within the container matching the specified capture definition, if possible.
The found attribute spec matching the specified search params, if any

code: const [FGameplayEffectAttributeCaptureSpec](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-) * FindCaptureSpecByDefinition ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InDefinition, bool bOnlyIncludeValidCapture ) const


description: Returns whether the container has at least one spec w/o snapshotted attributes


description:
Determines if the container has specs with valid captures for all of the specified definitions.
True if the container has valid capture attributes for all of the specified definitions, false if it does not

code: bool HasValidCapturedAttributes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) > & InCaptureDefsToCheck ) const


code: [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) & operator= ( [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) && Other )


code: [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) & operator= ( const [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) & Other )


description: Registers any linked aggregators to notify this active handle if they are dirtied

code: void RegisterLinkedAggregatorCallbacks ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Unregisters any linked aggregators from notifying this active handle if they are dirtied

code: void UnregisterLinkedAggregatorCallbacks ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


code: FGameplayEffectAttributeCaptureSpecContainer ( const [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) & Other )


code: FGameplayEffectAttributeCaptureSpecContainer ( [FGameplayEffectAttributeCaptureSpecContainer](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-_1) && Other )


description: Struct used to handle a collection of captured source and target attributes


description: Infinite duration

code: static const float INFINITE_DURATION = -1.f;


description: No Level/Level not set

code: static const float INVALID_LEVEL = -1.f;


description: No duration; Time specifying instant application of an effect

code: static const float INSTANT_APPLICATION = 0.f;


description: Constant specifying that the combat effect has no period and doesn't check for over time application

code: static const float NO_PERIOD = 0.f;


className: FGameplayEffectConstants

code: struct FGameplayEffectConstants


description: Add actors to the stored actor list

code: virtual void AddActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & IActor, bool bReset )


description: Add a hit result for targeting

code: virtual void AddHitResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult, bool bReset )


description: Sets the instigator and effect causer. Instigator is who owns the ability that spawned this, EffectCauser is the actor that is the physical source of the effect, such as a weapon. They can be the same.

code: virtual void AddInstigator ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, class [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser )


description: Adds an origin point

code: virtual void AddOrigin ( FVector InOrigin )


description: Sets the object this effect was created from.

code: virtual void AddSourceObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSourceObject )


code: static bool CanActorReferenceBeReplicated ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Creates a copy of this context, used to duplicate for later modifications

code: virtual [FGameplayEffectContext](API\Plugins\GameplayAbilities\FGameplayEffectContext) * Duplicate() const


description: Returns the CDO of the ability used to instigate this context

code: const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetAbility() const


description: Returns the specific instance that instigated this, may not always be set

code: const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetAbilityInstance_NotReplicated() const


description: Gets the ability level this was evaluated at

code: int32 GetAbilityLevel() const


description: Returns actor list, may be empty

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & GetActors() const


description: Returns the physical actor tied to the application of this effect

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetEffectCauser() const


description: Returns hit result, this can be null

code: virtual const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * GetHitResult() const


description: Returns hit result, this can be null

code: virtual [FHitResult](API\Runtime\Engine\Engine\FHitResult) * GetHitResult()


description: Returns the immediate instigator that applied this effect

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetInstigator() const


description: Returns the ability system component of the instigator of this effect

code: virtual [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * GetInstigatorAbilitySystemComponent() const


description: Returns origin point, may be invalid if HasOrigin is false

code: virtual const FVector & GetOrigin() const


description: Returns the ability system component of the instigator that started the whole chain

code: virtual [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * GetOriginalInstigatorAbilitySystemComponent() const


description: Returns the list of gameplay tags applicable to this effect, defaults to the owner's tags. SpecTagContainer remains untouched by default.

code: virtual void GetOwnedGameplayTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ActorTagContainer, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & SpecTagContainer ) const


description: Should always return the original instigator that started the whole chain. Subclasses can override what this does

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOriginalInstigator() const


description: Returns the actual struct used for serialization, subclasses must override this!

code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


description: Returns the object this effect was created from.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceObject() const


description: Returns true if GetOrigin will give valid information

code: virtual bool HasOrigin() const


description: True if this was instigated by a locally controlled player

code: virtual bool IsLocallyControlledPlayer() const


description: True if this was instigated by a locally controlled actor

code: virtual bool IsLocallyControlled() const


description: Custom serialization, subclasses must override this

code: virtual bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Sets the ability that was used to spawn this

code: virtual void SetAbility ( const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * InGameplayAbility )


code: FGameplayEffectContext()


description: Modify the effect causer actor, useful when that information is added after creation

code: void SetEffectCauser ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser )


description: Returns debug string

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


code: FGameplayEffectContext ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser )


code: virtual ~FGameplayEffectContext()


className: FGameplayEffectContext

description: Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution

AbilityCDO

type: TWeakObjectPtr<...

description: The ability CDO that is responsible for this effect context (replicated)

AbilityInstanceNotReplicated

description: The ability instance that is responsible for this effect context (NOT replicated)

AbilityLevel

description: The level this was executed at

Actors

type: TArray<TWeakOb...

description: Actors referenced by this context

bHasWorldOrigin

type: uint8: 1

bReplicateEffectCauser

description: True if the Instigator can be replicated. This bool is not replicated itself.

bReplicateSourceObject

description: True if the SourceObject can be replicated. This bool is not replicated itself.

EffectCauser

description: The physical actor that actually did the damage, can be a weapon or projectile

HitResult

type: TSharedPtr<FHi...

description: Trace information - may be nullptr in many cases

Instigator

description: Instigator actor, the actor that owns the ability system component

InstigatorAbilitySystemComponent

description: The ability system component that's bound to instigator

SourceObject

description: Object this effect was created from, can be an actor or static object.

WorldOrigin

type: FVector

description: Stored origin, may be invalid if bHasWorldOrigin is false


description: Add a hit result for targeting

code: void AddHitResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult, bool bReset )


description: Add actors to the stored actor list

code: void AddActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & InActors, bool bReset )


description: Sets the instigator and effect causer. Instigator is who owns the ability that spawned this, EffectCauser is the actor that is the physical source of the effect, such as a weapon. They can be the same.

code: void AddInstigator ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, class [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser )


description: Adds an origin point

code: void AddOrigin ( FVector InOrigin )


description: Sets the object this effect was created from.

code: void AddSourceObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSourceObject )


description: Creates a deep copy of this handle, used before modifying


code: const [FGameplayEffectContext](API\Plugins\GameplayAbilities\FGameplayEffectContext) * Get() const


description: Returns the Ability CDO

code: const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetAbility() const


description: Returns the Ability Instance (never replicated)

code: const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetAbilityInstance_NotReplicated() const


description: Returns Raw effet context, may be null


description: Returns actor list, may be empty

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > GetActors()


description: Returns level this was executed at

code: int32 GetAbilityLevel() const


description: Returns the physical actor tied to the application of this effect

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetEffectCauser() const


description: Returns the immediate instigator that applied this effect

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetInstigator() const


description: Returns hit result, this can be null

code: const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * GetHitResult() const


description: Returns the ability system component of the instigator of this effect

code: virtual [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * GetInstigatorAbilitySystemComponent() const


description: Returns origin point, may be invalid if HasOrigin is false

code: virtual const FVector & GetOrigin() const


description: Returns the ability system component of the instigator that started the whole chain


description: Should always return the original instigator that started the whole chain. Subclasses can override what this does

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOriginalInstigator() const


description: Returns the list of gameplay tags applicable to this effect, defaults to the owner's tags

code: void GetOwnedGameplayTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ActorTagContainer, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & SpecTagContainer ) const


description: Returns true if GetOrigin will give valid information

code: virtual bool HasOrigin() const


description: Returns the object this effect was created from.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceObject() const


description: Returns if the instigator is locally controlled and a player

code: bool IsLocallyControlledPlayer() const


description: Returns if the instigator is locally controlled

code: bool IsLocallyControlled() const


description: Custom serializer, handles polymorphism of context

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Comparison operator

code: bool operator== ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) const & Other ) const


description: Comparison operator

code: bool operator!= ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) const & Other ) const


description: Sets Ability instance and CDO parameters on context

code: void SetAbility ( const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * InGameplayAbility )


description: Returns debug string


description: Constructs from an existing context, should be allocated by new

code: FGameplayEffectContextHandle ( [FGameplayEffectContext](API\Plugins\GameplayAbilities\FGameplayEffectContext) * DataPtr )


code: FGameplayEffectContextHandle()


code: virtual ~FGameplayEffectContextHandle()


className: FGameplayEffectContextHandle

description: Handle that wraps aFGameplayEffectContextor subclass, to allow it to be polymorphic and replicate properly


description: Sets from an existing context, should be allocated by new

code: void operator= ( [FGameplayEffectContext](API\Plugins\GameplayAbilities\FGameplayEffectContext) * DataPtr )


code: float NormalizeLevel ( float InLevel )


code: FGameplayEffectCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InTag, float InMinLevel, float InMaxLevel )


className: FGameplayEffectCue

description: FGameplayEffectCueThis is a cosmetic cue that can be tied to aUGameplayEffect. This is essentially a GameplayTag + a Min/Max level range that is used to map the level of a GameplayEffect to a normalized value used by the GameplayCue system.

GameplayCueTags

type: FGameplayTagCon...

description: Tags passed to the gameplay cue handler when this cue is activated

MagnitudeAttribute

description: The attribute to use as the source for cue magnitude. If none use level

MaxLevel

type: float

description: The maximum level that this Cue supports

MinLevel

description: The minimum level that this Cue supports


description: Add the specified evaluated data to the execution's output modifiers

code: void AddOutputModifier ( const [FGameplayModifierEvaluatedData](API\Plugins\GameplayAbilities\FGameplayModifierEvaluatedData) & InOutputMod )


description: Accessor for determining if GameplayCue events have already been handled


description: Simple accessor to output modifiers of the execution

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayModifierEvaluatedData](API\Plugins\GameplayAbilities\FGameplayModifierEvaluatedData) > & GetOutputModifiers() const


code: void GetOutputModifiers ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayModifierEvaluatedData](API\Plugins\GameplayAbilities\FGameplayModifierEvaluatedData) > & OutOutputModifiers ) const


description: Simple accessor for determining whether the execution has manually handled the stack count or not


description: Returns direct access to output modifiers of the execution (avoid copy)


description: Mark that the execution wants conditional gameplay effects to trigger


code: void MarkGameplayCuesHandledManually()


description: Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers

code: void MarkStackCountHandledManually()


description: Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not


description: Constructor

code: FGameplayEffectCustomExecutionOutput()


className: FGameplayEffectCustomExecutionOutput

description: Struct representing the output of a custom gameplay effect execution.


description:
Attempts to calculate the magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateCapturedAttributeMagnitude ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutMagnitude ) const


description:
Attempts to calculate the magnitude of a captured attribute given the specified parameters, including a starting base value. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateCapturedAttributeMagnitudeWithBase ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float InBaseValue, float & OutMagnitude ) const


description:
Attempts to calculate the bonus magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
True if the bonus magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateCapturedAttributeBonusMagnitude ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutBonusMagnitude ) const


description:
Attempts to calculate the base value of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
True if the base value was successfully calculated, false if it was not

code: bool AttemptCalculateCapturedAttributeBaseValue ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, float & OutBaseValue ) const


description:
Attempts to calculate the magnitude of a transient aggregator given the specified parameters, including a starting base value.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateTransientAggregatorMagnitudeWithBase ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InAggregatorIdentifier, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float InBaseValue, float & OutMagnitude ) const


description:
Attempts to calculate the magnitude of a transient aggregator given the specified parameters.
True if the magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateTransientAggregatorMagnitude ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InAggregatorIdentifier, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutMagnitude ) const


description:
Attempts to calculate the base value of a transient aggregator given the specified parameters.
True if the base value was successfully calculated, false if it was not

code: bool AttemptCalculateTransientAggregatorBaseValue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InAggregatorIdentifier, float & OutBaseValue ) const


description:
Attempts to calculate the bonus magnitude of a transient aggregator given the specified parameters.
True if the bonus magnitude was successfully calculated, false if it was not

code: bool AttemptCalculateTransientAggregatorBonusMagnitude ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InAggregatorIdentifier, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, float & OutBonusMagnitude ) const


description: Consider using ForEachQualifiedAttributeMod when you want to "do something for every qualifier mod".

code: bool AttemptGatherAttributeMods ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, [TMap](API\Runtime\Core\Containers\TMap)< [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > * > & OutModMap ) const


description:
Attempts to populate the specified aggregator with a snapshot of a backing captured aggregator. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
True if the aggregator was successfully snapshotted, false if it was not

code: bool AttemptGetCapturedAttributeAggregatorSnapshot ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & OutSnapshottedAggregator ) const


description:
Attempts to populate the specified aggregator with a snapshot of a backing transient aggregator. Can fail if the transient aggregator doesn't exist as a result of no scoped mods targeting it.
True if the aggregator was successfully snapshotted, false if it was not

code: bool AttemptGetCapturedAttributeAggregatorSnapshot ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InAggregatorIdentifier, [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & OutSnapshottedAggregator ) const


description: Runs givenTFunctionon every qualifier mod for a given AttributeCaptureDefinition

code: bool ForEachQualifiedAttributeMod ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & InEvalParams, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type), const [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) &) > ) const


description: Simple accessor to owning gameplay spec

code: const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GetOwningSpec() const


description: Non const access. Be careful with this, especially when modifying a spec after attribute capture.

code: [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) * GetOwningSpecForPreExecuteMod() const


description: Simple accessor to the Passed In Tags to this execution

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetPassedInTags() const


description: Simple accessor to source ability system component (could be null!)


description: Simple accessor to target ability system component


description: Constructors.


code: FGameplayEffectCustomExecutionParameters ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InOwningSpec, const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectExecutionScopedModifierInfo](API\Plugins\GameplayAbilities\FGameplayEffectExecutionScopedMo-) > & InScopedMods, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * InTargetAbilityComponent, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InPassedIntags, const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & InPredictionKey )


code: FGameplayEffectCustomExecutionParameters ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InOwningSpec, const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectExecutionScopedModifierInfo](API\Plugins\GameplayAbilities\FGameplayEffectExecutionScopedMo-) > & InScopedMods, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * InTargetAbilityComponent, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InPassedIntags, const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & InPredictionKey, const [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & InIgnoreHandles )


description: Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution


className: FGameplayEffectExecutionDefinition

description: Struct representing the definition of a custom execution for a gameplay effect. Custom executions run special logic from an outside class each time the gameplay effect executes.

CalculationClass

type: TSubclassOf<UG...

description: Custom execution calculation class to run when the gameplay effect executes

CalculationModifiers

type: TArray<FGamepl...

description: Modifiers that are applied "in place" during the execution calculation

ConditionalGameplayEffects

type: TArray<FCondit...

description: Other Gameplay Effects that will be applied to the target of this execution if the execution is successful.

PassedInTags

description: These tags are passed into the execution as is, and may be used to do conditional logic


description: Gathers and populates the specified array with the capture definitions that the execution would like in order to perform its custom calculation. Up to the individual execution calculation to handle if some of them are missing or not.

code: void GetAttributeCaptureDefinitions ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) > & OutCaptureDefs ) const


code: FGameplayEffectExecutionScopedModifierInfo ( const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & InCaptureDef )


code: FGameplayEffectExecutionScopedModifierInfo ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InTransientAggregatorIdentifier )


description: Struct representing modifier info used exclusively for "scoped" executions that happen instantaneously. These are folded into a calculation only for the extent of the calculation and never permanently added to an aggregator.

AggregatorType

description: Type of aggregator backing the scoped mod

CapturedAttribute

type: FGameplayEffect...

description: Backing attribute that the scoped modifier is for

EvaluationChannelSettings

type: FGameplayModEva...

description: Evaluation channel settings of the scoped modifier

ModifierMagnitude

description: Magnitude of the scoped modifier

ModifierOp

type: TEnumAsByte<EG...

description: Modifier operation to perform

SourceTags

type: FGameplayTagReq...

description: Source tag requirements for the modifier to apply

TargetTags

description: Target tag requirements for the modifier to apply

TransientAggregatorIdentifier

type: FGameplayTag

description: Identifier for aggregator if acting as a transient "temporary variable" aggregator


code: FGameplayEffectModCallbackData ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InEffectSpec, [FGameplayModifierEvaluatedData](API\Plugins\GameplayAbilities\FGameplayModifierEvaluatedData) & InEvaluatedData, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) & InTarget )


className: FGameplayEffectModCallbackData

code: struct FGameplayEffectModCallbackData

EffectSpec

type: constFGameplay...

EvaluatedData

type: FGameplayModifi...

Target

type: UAbilitySystemC...


code: FGameplayEffectModifiedAttribute()


className: FGameplayEffectModifiedAttribute

description: Saves list of modified attributes, to use for gameplay cues or later processing

Attribute

type: FGameplayAttrib...

description: The attribute that has been modified

TotalMagnitude

description: Total magnitude applied to that attribute


description:
Attempts to calculate the magnitude given the provided spec. May fail if necessary information (such as captured attributes) is missing from the spec.
True if the calculation was successful, false if it was not

code: bool AttemptCalculateMagnitude ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InRelevantSpec, float & OutCalculatedMagnitude, bool WarnIfSetByCallerFail, float DefaultSetbyCaller ) const


description:
Determines if the magnitude can be properly calculated with the specified gameplay effect spec (could fail if relying on an attribute not present, etc.)
Whether or not the magnitude can be properly calculated

code: bool CanCalculateMagnitude ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InRelevantSpec ) const


description: Attempts to recalculate the magnitude given a changed aggregator. This will only recalculate if we are a modifier that is linked (non snapshot) to the given aggregator.

code: bool AttemptRecalculateMagnitudeFromDependentAggregatorChange ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InRelevantSpec, float & OutCalculatedMagnitude, const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * ChangedAggregator ) const


description: Gather all of the attribute capture definitions necessary to compute the magnitude and place them into the provided array


description: Returns the custom magnitude calculation class, if any, for this magnitude. Only applies to CustomMagnitudes


description: Returns the DataName associated with this magnitude if it is set by caller

code: bool GetSetByCallerDataNameIfPossible ( [FName](API\Runtime\Core\UObject\FName) & OutDataName ) const


description: Returns the magnitude as it was entered in data. Only applies to ScalableFloat or any other type that can return data without context

code: bool GetStaticMagnitudeIfPossible ( float InLevel, float & OutMagnitude, const [FString](API\Runtime\Core\Containers\FString) * ContextString ) const


code: bool operator== ( const [FGameplayEffectModifierMagnitude](API\Plugins\GameplayAbilities\FGameplayEffectModifierMagnitude) & Other ) const


code: bool operator!= ( const [FGameplayEffectModifierMagnitude](API\Plugins\GameplayAbilities\FGameplayEffectModifierMagnitude) & Other ) const


description: Returns SetByCaller data structure, for inspection purposes

code: const [FSetByCallerFloat](API\Plugins\GameplayAbilities\FSetByCallerFloat) & GetSetByCallerFloat() const


code: void ReportErrors ( const [FString](API\Runtime\Core\Containers\FString) & PathName ) const


description: Implementing Serialize to clear references to assets that are not needed

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Default Constructor

code: FGameplayEffectModifierMagnitude()


description: Constructors for setting value in code (for automation tests)

code: FGameplayEffectModifierMagnitude ( const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & Value )


code: FGameplayEffectModifierMagnitude ( const [FAttributeBasedFloat](API\Plugins\GameplayAbilities\FAttributeBasedFloat) & Value )


code: FGameplayEffectModifierMagnitude ( const [FCustomCalculationBasedFloat](API\Plugins\GameplayAbilities\FCustomCalculationBasedFloat) & Value )


code: FGameplayEffectModifierMagnitude ( const [FSetByCallerFloat](API\Plugins\GameplayAbilities\FSetByCallerFloat) & Value )


className: FGameplayEffectModifierMagnitude

description: Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways

AttributeBasedMagnitude

type: FAttributeBased...

description: Magnitude value represented by an attribute-based float (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue

CustomMagnitude

type: FCustomCalculat...

description: Magnitude value represented by a custom calculation class

MagnitudeCalculationType

type: EGameplayEffect...

description: Type of calculation to perform to derive the magnitude

ScalableFloatMagnitude

type: FScalableFloat

description: Magnitude value represented by a scalable float

SetByCallerMagnitude

type: FSetByCallerFlo...

description: Magnitude value represented by a SetByCaller magnitude


description: Returns true if the query is empty/default. E.g., it has no data set.

code: bool IsEmpty() const


description: Creates an effect query that will match if there are any common tags between the given tags and an ActiveGameplayEffect's source spec tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAnySourceSpecTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if all of the given tags are in the ActiveGameplayEffect's source spec tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAllSourceSpecTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if all of the given tags are in the ActiveGameplayEffect's owning tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAllOwningTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if all of the given tags are in the ActiveGameplayEffect's tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAllEffectTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if there are any common tags between the given tags and an ActiveGameplayEffect's tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAnyEffectTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if there are any common tags between the given tags and an ActiveGameplayEffect's owning tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchAnyOwningTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if there are no common tags between the given tags and an ActiveGameplayEffect's source spec tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchNoSourceSpecTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if there are no common tags between the given tags and an ActiveGameplayEffect's tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchNoEffectTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates an effect query that will match if there are no common tags between the given tags and an ActiveGameplayEffect's owning tags

code: static [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) MakeQuery_MatchNoOwningTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Returns true if Effect matches all specified criteria of this query, including CustomMatch delegates if bound. Returns false otherwise.

code: bool Matches ( const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & Effect ) const


description: Returns true if Effect matches all specified criteria of this query. This does NOT check FActiveGameplayEffectQueryCustomMatch since this is performed on the spec (possibly prior to applying). Note: it would be reasonable to support a custom delegate that operated on theFGameplayEffectSpecitself.

code: bool Matches ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Effect ) const


code: [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & operator= ( [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) && Other )


code: [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & operator= ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Other )


code: bool operator== ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Other ) const


code: bool operator!= ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Other ) const


code: FGameplayEffectQuery ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Other )


description: Ctors and operators

code: FGameplayEffectQuery()


code: FGameplayEffectQuery ( [FActiveGameplayEffectQueryCustomMatch](API\Plugins\GameplayAbilities\FActiveGameplayEffectQueryCustom-) InCustomMatchDelegate )


code: FGameplayEffectQuery ( [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) && Other )


className: FGameplayEffectRemovalInfo

description: Data struct for containing information pertinent to GameplayEffects as they are removed

ActiveEffect

type: constFActiveGa...

description: The Effect being Removed

bPrematureRemoval

type: bool

description: True when the gameplay effect's duration has not expired, meaning the gameplay effect is being forcefully removed.

EffectContext

description: Actor this gameplay effect was targeting.

StackCount

description: Number of Stacks this gameplay effect had before it was removed.


className: FGameplayEffectQuery

description: Every set condition within this query must match in order for the query to match. i.e. individual query elements are ANDed together.

CustomMatchDelegate

type: FActiveGameplay...

description: Native delegate for providing custom matching conditions.

description: BP-exposed delegate for providing custom matching conditions.

EffectDefinition

type: TSubclassOf<UG...

description: Matches on GameplayEffects with this definition

EffectSource

type: TObjectPtr< con...

description: Matches on GameplayEffects which come from this source

EffectTagQuery

type: FGameplayTagQue...

description: Query that is matched against tags this GE has

IgnoreHandles

type: TArray<FActive...

description: Handles to ignore as matches, even if other criteria is met

ModifyingAttribute

description: Matches on GameplayEffects which modify given attribute.

OwningTagQuery

description: Query that is matched against tags this GE gives

SourceAggregateTagQuery

description: Query that is matched against all tags the source of this GE has

SourceTagQuery

description: Query that is matched against spec tags the source of this GE has


description: Dynamically add an asset tag not originally from the source GE definition; Added to DynamicAssetTags as well as injected into the captured source spec tags

code: void AddDynamicAssetTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToAdd )


description: Dynamically append asset tags not originally from the source GE definition; Added to DynamicAssetTags as well as injected into the captured source spec tags

code: void AppendDynamicAssetTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagsToAppend )


description: Adds a new modified attribute struct, will always add so check to see if it exists first

code: [FGameplayEffectModifiedAttribute](API\Plugins\GameplayAbilities\FGameplayEffectModifiedAttribute) * AddModifiedAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute )


description:
Helper function to attempt to calculate the duration of the spec from its GE definition
True if the calculation was successful, false if it was not

code: bool AttemptCalculateDurationFromDef ( float & OutDefDuration ) const


description: Helper function that returns the duration after applying relevant modifiers from the source and target ability system components

code: float CalculateModifiedDuration() const


description: Fills out the modifier magnitudes inside the Modifier Specs

code: void CalculateModifierMagnitudes()


code: void CaptureAttributeDataFromTarget ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * TargetAbilitySystemComponent )


description: Copies SetbyCallerMagnitudes from OriginalSpec into this

code: void CopySetByCallerMagnitudes ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & OriginalSpec )


code: void DuplicateEffectContext()


description: Appends all tags that apply to this gameplay effect spec

code: void GetAllAssetTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OutContainer ) const


description: Appends all blocked ability tags granted by this gameplay effect spec

code: void GetAllBlockedAbilityTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OutContainer ) const


description: Appends all tags granted by this gameplay effect spec

code: void GetAllGrantedTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OutContainer ) const


description: Deprecated* This no longer applies. UseUChanceToApplyGameplayEffectComponentinstead

code: float GetChanceToApplyToTarget() const


code: float GetDuration() const


description: Simple const accessor to the dynamic asset tags

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetDynamicAssetTags() const


code: const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & GetEffectContext() const


description: Looks for an existing modified attribute struct, may return NULL

code: const [FGameplayEffectModifiedAttribute](API\Plugins\GameplayAbilities\FGameplayEffectModifiedAttribute) * GetModifiedAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute ) const


code: [FGameplayEffectModifiedAttribute](API\Plugins\GameplayAbilities\FGameplayEffectModifiedAttribute) * GetModifiedAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute )


description:
Get the computed magnitude of the modifier on the spec with the specified index
Computed magnitude

code: float GetModifierMagnitude ( int32 ModifierIdx, bool bFactorInStackCount ) const


description: Returns the magnitude of a SetByCaller modifier. Will return 0.f and Warn if the magnitude has not been set.

code: float GetSetByCallerMagnitude ( [FName](API\Runtime\Core\UObject\FName) DataName, bool WarnIfNotFound, float DefaultIfNotFound ) const


code: float GetPeriod() const


code: float GetSetByCallerMagnitude ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DataTag, bool WarnIfNotFound, float DefaultIfNotFound ) const


description: Returns the stack count for this GE spec.

code: int32 GetStackCount() const


description:
Determines if the spec has capture specs with valid captures for all of the specified definitions.
True if the container has valid capture attributes for all of the specified definitions, false if it does not

code: bool HasValidCapturedAttributes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) > & InCaptureDefsToCheck ) const


description: Can be called manually but it is preferred to use the 3 parameter constructor

code: void Initialize ( const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * InDef, const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & InEffectContext, float Level )


description: Initialize the spec as a linked spec. The original spec's context is preserved except for the original GE asset tags, which are stripped out

code: void InitializeFromLinkedSpec ( const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * InDef, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & OriginalSpec )


description: Copies SetbuCallerMagnitudes, but only if magnitudes don't exist in our map (slower but preserves data)

code: void MergeSetByCallerMagnitudes ( const [TMap](API\Runtime\Core\Containers\TMap)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), float > & Magnitudes )


code: [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & operator= ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) && Other )


code: [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & operator= ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Other )


description: Recapture attributes from source and target for cloning

code: void RecaptureAttributeDataForClone ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * OriginalASC, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * NewASC )


description: Recaptures source actor tags of this spec without modifying anything else

code: void RecaptureSourceActorTags()


description: Set the context info: who and where this spec came from.

code: void SetContext ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) NewEffectContext, bool bSkipRecaptureSourceActorTags )


description: Sets duration. This should only be called as the GameplayEffect is being created and applied; Ignores calls after attribute capture

code: void SetDuration ( float NewDuration, bool bLockDuration )


code: void SetLevel ( float InLevel )


description: Sets the magnitude of a SetByCaller modifier

code: void SetSetByCallerMagnitude ( [FName](API\Runtime\Core\UObject\FName) DataName, float Magnitude )


code: void SetSetByCallerMagnitude ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DataTag, float Magnitude )


description: Helper function to initialize all of the capture definitions required by the spec

code: void SetupAttributeCaptureDefinitions()


description: Sets the stack count for this GE to NewStackCount if stacking is supported.

code: void SetStackCount ( int32 NewStackCount )


description: IMPORTANT: Any state added toFGameplayEffectSpecmust be handled in the move/copy constructor/operator!

code: FGameplayEffectSpec()


code: FGameplayEffectSpec ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Other )


code: FGameplayEffectSpec ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) && Other )


code: FGameplayEffectSpec ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Other, const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & InEffectContext )


code: FGameplayEffectSpec ( const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * InDef, const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & InEffectContext, float Level )


className: FGameplayEffectSpec

description: FGameplayEffectSpecis modifiable. We start with initial conditions and modifications be applied to it. In this sense, it is stateful/mutable but it is still distinct from anFActiveGameplayEffectwhich in an applied instance of anFGameplayEffectSpec.

bCompletedSourceAttributeCapture

type: uint32:  1

description: Whether the spec has had its source attribute capture completed or not yet

bCompletedTargetAttributeCapture

description: Whether the spec has had its target attribute capture completed or not yet

bDurationLocked

description: Whether the duration of the spec is locked or not; If it is, attempts to set it will fail

CapturedRelevantAttributes

type: FGameplayEffect...

description: Attributes captured by the spec that are relevant to custom calculations, potentially in owned modifiers, etc.; NOT replicated to clients

CapturedSourceTags

type: FTagContainerAg...

description: Captured Source Tags on GameplayEffectSpec creation

CapturedTargetTags

description: Tags from the target, captured during execute

Def

description: GameplayEfect definition. The static data that this spec points to.

Duration

type: float

description: The duration in seconds of this effect instantaneous effects should have a duration of FGameplayEffectConstants::INSTANT_APPLICATION effects that last forever should have a duration of FGameplayEffectConstants::INFINITE_DURATION

DynamicGrantedTags

type: FGameplayTagCon...

description: Tags that are granted and that did not come from theUGameplayEffectdef.

ModifiedAttributes

type: TArray<FGamepl...

description: A list of attributes that were modified during the application of this spec

Modifiers

type: TArray<FModifi...

description: The calculated modifiers for this effect

Period

description: The period in seconds of this effect, nonperiodic effects should have a period of FGameplayEffectConstants::NO_PERIOD

SetByCallerNameMagnitudes

type: TMap<FName, fl...

description: Map of set by caller magnitudes

SetByCallerTagMagnitudes

type: TMap<FGameplay...


code: float GetAbilityLevel() const


code: const [FGameplayEffectModifiedAttribute](API\Plugins\GameplayAbilities\FGameplayEffectModifiedAttribute) * GetModifiedAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute ) const


code: FGameplayEffectSpecForRPC()


code: FGameplayEffectSpecForRPC ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InSpec )


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


className: FGameplayEffectSpecForRPC

description: This is a cut down version of the gameplay effect spec used for RPCs.


description: Comparison operator

code: bool operator== ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) const & Other ) const


code: FGameplayEffectSpecHandle ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) * DataPtr )


code: FGameplayEffectSpecHandle()


className: FGameplayEffectSpecHandle

description: Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets.

Data

type: TSharedPtr<FGa...

description: Internal pointer to effect spec


description: Byalways returning false here, we can disable delta serialization

code: bool Identical ( const [FGameplayEffectVersion](API\Plugins\GameplayAbilities\FGameplayEffectVersion) * Other, uint32 PortFlags ) const


description: Comparison operator

code: bool operator!= ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) const & Other ) const


description: We must use a custom serializer to make sure CurrentVersion serializes properly (without markup to avoid unwanted copying)

code: bool Serialize ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


className: FGameplayEffectVersion

description: Implement Serialize to ensure the CurrentVersion is still serialized.

CurrentVersion

type: EGameplayEffect...

description: The version the owning GameplayEffect is currently set to


className: ForceHideMetadataKey

description: Editor-only constants to aid in hiding evaluation channel settings when appropriate

code: static const [FName](API\Runtime\Core\UObject\FName) ForceHideMetadataKey;


className: ForceHideMetadataEnabledValue

code: static const [FString](API\Runtime\Core\Containers\FString) ForceHideMetadataEnabledValue;


description:
Get the modifier evaluation channel to use
Either the channel directly specified within the settings, if valid, or Channel0 in the event of a game not using modifier channels or in the case of an invalid channel being specified within the settings


code: bool operator== ( const [FGameplayModEvaluationChannelSettings](API\Plugins\GameplayAbilities\FGameplayModEvaluationChannelSet-) & Other ) const


code: bool operator!= ( const [FGameplayModEvaluationChannelSettings](API\Plugins\GameplayAbilities\FGameplayModEvaluationChannelSet-) & Other ) const


code: void SetEvaluationChannel ( [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) NewChannel )


description: Constructor

code: FGameplayModEvaluationChannelSettings()


className: FGameplayModEvaluationChannelSettings

description: Struct representing evaluation channel settings for a gameplay modifier

Channel

type: EGameplayModEva...

description: Channel the settings would prefer to use, if possible/valid


code: FGameplayModifierEvaluatedData()


code: FGameplayModifierEvaluatedData ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & InAttribute, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > InModOp, float InMagnitude, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) InHandle )


className: FGameplayModifierEvaluatedData

description: Data that describes what happened in an attribute modification. This is passed to ability set callbacks

Attribute

type: FGameplayAttrib...

description: What attribute was modified

Handle

type: FActiveGameplay...

description: Handle of the active gameplay effect that originated us. Will be invalid in many cases

IsValid

type: bool

description: True if something was evaluated

Magnitude

description: The raw magnitude of the applied attribute, this is generally before being clamped

ModifierOp

type: TEnumAsByte<EG...

description: The numeric operation of this modifier: Override, Add, Multiply, etc


description: Equality/Inequality operators

code: bool operator== ( const [FGameplayModifierInfo](API\Plugins\GameplayAbilities\FGameplayModifierInfo) & Other ) const


code: bool operator!= ( const [FGameplayModifierInfo](API\Plugins\GameplayAbilities\FGameplayModifierInfo) & Other ) const


className: FGameplayModifierInfo

description: FGameplayModifierInfoTells us "Who/What we" modify Does not tell us how exactly

Attribute

description: The Attribute we modify or the GE we modify modifies.

EvaluationChannelSettings

type: FGameplayModEva...

description: Evaluation channel settings of the modifier

ModifierMagnitude

description: Magnitude of the modifier

SourceTags

type: FGameplayTagReq...


description: Pretty weird that the assignment operator copies the handle when the copy constructor doesn't - bug?

code: [FGameplayTagBlueprintPropertyMapping](API\Plugins\GameplayAbilities\FGameplayTagBlueprintPropertyMap-) & operator= ( const [FGameplayTagBlueprintPropertyMapping](API\Plugins\GameplayAbilities\FGameplayTagBlueprintPropertyMap-) & Other )


code: FGameplayTagBlueprintPropertyMapping()


code: FGameplayTagBlueprintPropertyMapping ( const [FGameplayTagBlueprintPropertyMapping](API\Plugins\GameplayAbilities\FGameplayTagBlueprintPropertyMap-) & Other )


className: FGameplayTagBlueprintPropertyMapping

description: Struct used to update a blueprint property with a gameplay tag count. The property is automatically updated as the gameplay tag count changes. It only supports boolean, integer, and float properties.

DelegateHandle

type: FDelegateHandle

description: Handle to delegate bound on the ability system component.

PropertyGuid

type: FGuid

description: Guid of property being edited.

PropertyName

type: FName

description: Name of property being edited.

PropertyToEdit

type: TFieldPath<FPr...

description: Property to update with the gameplay tag count.

TagToMap

type: FGameplayTag

description: Gameplay tag being counted.


description: Call to manually apply the current tag state, can handle cases where callbacks were skipped

code: void ApplyCurrentTags()


code: void GameplayTagEventCallback ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, int32 NewCount, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > RegisteredOwner )


description: Call this to initialize and bind the properties with the ability system component.

code: void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, class [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC )


code: [EGameplayTagEventType::Type](API\Plugins\GameplayAbilities\EGameplayTagEventType__Type) GetGameplayTagEventType ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


description: Deprecated* The signature for IsDataValid has changed. Please use the one that takes aFDataValidationContext

code: EDataValidationResult IsDataValid ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContainingAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


description: This can optionally be called in the owner'sIsDataValid()for data validation.

code: EDataValidationResult IsDataValid ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContainingAsset, class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


code: bool IsPropertyTypeValid ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


code: FGameplayTagBlueprintPropertyMap()


code: FGameplayTagBlueprintPropertyMap ( const [FGameplayTagBlueprintPropertyMap](API\Plugins\GameplayAbilities\FGameplayTagBlueprintPropertyMap) & Other )


code: ~FGameplayTagBlueprintPropertyMap()


description: Fills in ParentTags from GameplayTags

code: void FillParentTags()


className: FGameplayTagBlueprintPropertyMap

description: Struct used to manage gameplay tag blueprint property mappings. It registers the properties with delegates on an ability system component. This struct can not be used in containers (such asTArray) since it uses a raw pointer to bind the delegate and it's address could change causing an invalid binding.

CachedASC

type: TWeakObjectPtr<...

PropertyMappings

type: TArray<FGamepl...


description: Simple accessor to the explicit gameplay tag list

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetExplicitGameplayTags() const


description:
Check if the count container has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags)
True if the count container matches all of the gameplay tags

code: bool HasAllMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


description:
Check if the count container has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags)
True if the count container matches any of the gameplay tags

code: bool HasAnyMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


description:
Return the count for a specified tag
the count of the passed in tag

code: int32 GetTagCount ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag ) const


description:
Check if the count container has a gameplay tag that matches against the specified tag (expands to include parents of asset tags)
True if the count container has a gameplay tag that matches, false if not

code: bool HasMatchingGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagToCheck ) const


description: Broadcasts the AnyChange event for this tag. This is called when the stack count of the backing gameplay effect change. It is up to the receiver of the broadcasted delegate to decide what to do with this.

code: void Notify_StackCountChange ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


description:
Return delegate that can be bound to for when the specific tag's count changes to or off of zero
Delegate for when the specified tag's count changes to or off of zero

code: [FOnGameplayEffectTagCountChanged](API\Plugins\GameplayAbilities\FOnGameplayEffectTagCountChanged) & RegisterGameplayTagEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [EGameplayTagEventType::Type](API\Plugins\GameplayAbilities\EGameplayTagEventType__Type) EventType )


description:
Return delegate that can be bound to for when the any tag's count changes to or off of zero
Delegate for when any tag's count changes to or off of zero


description:
Set the specified tag count to a specific value
True if tag waseitheradded or removed. (E.g., we had the tag and now dont. or didnt have the tag and now we do. We didn't just change the count (1 count -> 2 count would return false).

code: bool SetTagCount ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, int32 NewCount )


description:
Update the specified tag by the specified delta, potentially causing an additional or removal from the explicit tag list
True if tag waseitheradded or removed. (E.g., we had the tag and now dont. or didnt have the tag and now we do. We didn't just change the count (1 count -> 2 count would return false).

code: bool UpdateTagCount ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, int32 CountDelta )


description: Update the specified container of tags by the specified delta, potentially causing an additional or removal from the explicit tag list

code: void UpdateTagCount ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container, int32 CountDelta )


description:
Update the specified tag by the specified delta, potentially causing an additional or removal from the explicit tag list. Calling code MUST call FillParentTags followed by executing the returned delegates.
True if tag waseitheradded or removed. (E.g., we had the tag and now dont. or didnt have the tag and now we do. We didn't just change the count (1 count -> 2 count would return false).

code: bool UpdateTagCount_DeferredParentRemoval ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, int32 CountDelta, [TArray](API\Runtime\Core\Containers\TArray)< [FDeferredTagChangeDelegate](API\Plugins\GameplayAbilities\FDeferredTagChangeDelegate) > & DeferredTagChangeDelegates )


code: FGameplayTagCountContainer()


className: FGameplayTagCountContainer

description: Struct that tracks the number/count of tag applications within it. Explicitly tracks the tags added or removed, while simultaneously tracking the count of parent tags as well. Events/delegates are fired whenever the tag counts of any tag (explicit or parent) are modified.

code: struct FGameplayTagCountContainer


className: FGameplayTagReponsePair

ResponseGameplayEffect

type: TSubclassOf<UG...

description: Deprecated. Replaced with ResponseGameplayEffects

ResponseGameplayEffects

type: TArray<TSubcla...

description: The GameplayEffects to apply in reponse to the tag

SoftCountCap

description: The max "count" this response can achieve.

Tag

description: Tag that triggers this response


description: Converts the RequireTags and IgnoreTags fields into an equivalentFGameplayTagQuery


description: True if neither RequireTags or IgnoreTags has any tags

code: bool IsEmpty() const


code: bool operator== ( const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) & Other ) const


code: bool operator!= ( const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) & Other ) const


description: Return debug string


description: True if all required tags and no ignore tags found

code: bool RequirementsMet ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container ) const


className: FGameplayTagRequirements

description: Encapsulate require and ignore tags

IgnoreTags

type: FGameplayTagCon...

description: None of these tags may be present

RequireTags

description: All of these tags must be present

TagQuery

type: FGameplayTagQue...

description: Build up a more complex query that can't be expressed with RequireTags/IgnoreTags alone


className: FGameplayTagResponseTableEntry

Negative

type: FGameplayTagRep...

description: Tags that count as "negative" toward to final response count.

Positive

description: Tags that count as "positive" toward to final response count.


className: FGetGameplayTags

code: typedef TBaseDelegate_NoParams< [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) > FGetGameplayTags


className: FImmunityBlockGE

description: Notifies when GameplayEffectSpec is blocked by an ActiveGameplayEffect due to immunity

code: typedef TMulticastDelegate_TwoParams< void, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) &, const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) * > FImmunityBlockGE


className: FindParentComponent

description: Find the same component in the parent of the passed-in GameplayEffect. Useful for having a child component inherit properties from the parent (e.g. inherited tags).

code: template<typename GEComponentClass, typename LateBindGameplayEffect> const GEComponentClass * FindParentComponent ( const GEComponentClass & ChildComponent )


code: void AddTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToAdd )


description: Apply the Added and Removed tags to the passed-in container (does not have to be the previously configured Parent!)

code: void ApplyTo ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ApplyToContainer ) const


code: bool operator== ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & Other ) const


code: bool operator!= ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & Other ) const


code: void RemoveTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToRemove )


code: void UpdateInheritedTagProperties ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) * Parent )


className: FInheritedTagContainer

description: Structure that is used to combine tags from parent and child blueprints in a safe way

Added

description: Tags that I have in addition to my parent's tags

CombinedTags

description: Tags that I inherited and tags that I added minus tags that I removed

Removed

description: Tags that should be removed if my parent had them


description: Custom NetSerialization to pack the entire array

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


className: NumInlineTags

code: enum { NumInlineTags = 16 }


code: bool operator== ( const [FMinimalGameplayCueReplicationProxy](API\Plugins\GameplayAbilities\FMinimalGameplayCueReplicationPr-) & Other ) const


code: bool operator!= ( const [FMinimalGameplayCueReplicationProxy](API\Plugins\GameplayAbilities\FMinimalGameplayCueReplicationPr-) & Other ) const


description: Copies data in from anFActiveGameplayCueContainer(such as the one of the ASC). You must call this manually from PreReplication.

code: void PreReplication ( const [FActiveGameplayCueContainer](API\Plugins\GameplayAbilities\FActiveGameplayCueContainer) & SourceContainer )


description: Will broadcast the OnRemove event for all currently active cues

code: void RemoveAllCues()


description: Set Owning ASC. This is what the GC callbacks are called on.

code: void SetOwner ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC )


description: If true, we will skip updating the Owner ASC if we replicate on a connection owned by the ASC

code: void SetRequireNonOwningNetConnection ( bool b )


code: FMinimalGameplayCueReplicationProxy()


className: FMinimalGameplayCueReplicationProxy

description: To use, put this on your replication proxy actor (such a the pawn). Call SetOwner, PreReplication and RemoveallCues in the appropriate places.

InitGameplayCueParametersFunc

type: TFunction< void...

description: Called to init parameters


code: void AddTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


description: Comparison operator

code: bool operator== ( [FMinimalReplicationTagCountMap](API\Plugins\GameplayAbilities\FMinimalReplicationTagCountMap) const & Other ) const


description: Comparison operator

code: bool operator!= ( [FMinimalReplicationTagCountMap](API\Plugins\GameplayAbilities\FMinimalReplicationTagCountMap) const & Other ) const


description: Removes all tags that this container is granting.

code: void RemoveAllTags()


code: void AddTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container )


code: void RemoveTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


code: void RemoveTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container )


code: void SetTagCount ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, int32 NewCount )


code: FMinimalReplicationTagCountMap()


className: FMinimalReplicationTagCountMap

description: Map that stores count of tags, in a form that is optimized for replication

Owner

type: TObjectPtr< cla...

TagMap

type: TMap<FGameplay...


code: float GetEvaluatedMagnitude() const


className: FNameSwapData

code: struct FNameSwapData

ClassCDO

type: constUGameplay...

description: Class that provided the rules.

NameSwaps

description: What it gave us.


className: FModifierSpec

description: Holds evaluated magnitude from a GameplayEffect modifier


code: void InitForType ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


description: Serializes reference to given script struct (must be in the cache)

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& Struct )


className: FNetSerializeScriptStructCache

description: Container for safely replicating script struct references (constrained to a specified parent struct)

ScriptStructs

type: TArray<TObject...


className: FOnAbilitySystemAssetOpenedDelegate

description: Called when ability fails to activate, passes along the failed ability and a tag explaining why

code: typedef TMulticastDelegate_TwoParams< void, [FString](API\Runtime\Core\Containers\FString), int > FOnAbilitySystemAssetOpenedDelegate


className: FOnAbilitySystemAssetFoundDelegate

code: typedef TMulticastDelegate_TwoParams< void, [FString](API\Runtime\Core\Containers\FString), int > FOnAbilitySystemAssetFoundDelegate


code: typedef TMulticastDelegate_TwoParams< void, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle), bool > FOnActiveGameplayEffectInhibitionChanged


code: typedef TMulticastDelegate_OneParam< void, const [FGameplayEffectRemovalInfo](API\Plugins\GameplayAbilities\FGameplayEffectRemovalInfo) & > FOnActiveGameplayEffectRemoved_Info


className: FOnActiveGameplayEffectStackChange

code: typedef TMulticastDelegate_ThreeParams< void, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle), int32, int32 > FOnActiveGameplayEffectStackChange


className: FOnActiveGameplayEffectTimeChange

code: typedef TMulticastDelegate_ThreeParams< void, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle), float, float > FOnActiveGameplayEffectTimeChange


code: FOnAttributeChangeData()


className: FOnAttributeChangeData

description: Temporary parameter struct used when an attribute has changed

code: struct FOnAttributeChangeData

Attribute

type: FGameplayAttrib...

GEModData

type: constFGameplay...

NewValue

type: float


code: typedef TMulticastDelegate_NoParams< void > FOnExternalGameplayModifierDependencyChange


className: FOnGameplayAttributeChange

description: This is deprecated, use FOnGameplayAttributeValueChange.

code: typedef TMulticastDelegate_TwoParams< void, float, const [FGameplayEffectModCallbackData](API\Plugins\GameplayAbilities\FGameplayEffectModCallbackData) * > FOnGameplayAttributeChange


className: FOnGameplayAttributeEffectExecuted

code: typedef TBaseDelegate_OneParam< void, struct [FGameplayModifierEvaluatedData](API\Plugins\GameplayAbilities\FGameplayModifierEvaluatedData) & > FOnGameplayAttributeEffectExecuted


className: FOnGameplayAttributeValueChange

code: typedef TMulticastDelegate_OneParam< void, const [FOnAttributeChangeData](API\Plugins\GameplayAbilities\FOnAttributeChangeData) & > FOnGameplayAttributeValueChange


className: FOnGameplayCueNotifyChange

description: Delegate for when GC notifies are added or removed from manager

code: typedef TMulticastDelegate_NoParams< void > FOnGameplayCueNotifyChange


className: FOnGameplayCueNotifySetLoaded

code: typedef TBaseDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > > FOnGameplayCueNotifySetLoaded


className: FOnGameplayEffectTagCountChanged

code: typedef TMulticastDelegate_TwoParams< void, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), int32 > FOnGameplayEffectTagCountChanged


className: FPreallocationInfo

description: Struct for pooling and preallocating gameplaycuenotify_actor classes. This data is per world and used to track what actors are available to recycle and which classes need to preallocate instances of those actors

ClassesNeedingPreallocation

description: List of classes that will be pooled

OwningWorldKey

type: FObjectKey

description: World that owns this list

PreallocatedInstances

type: TMap<TObjectPt...

description: Raw list of pooled instances.


className: FOnGivenActiveGameplayEffectRemoved

code: typedef TMulticastDelegate_OneParam< void, const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & > FOnGivenActiveGameplayEffectRemoved


description: Construct a new prediction key with no dependencies

code: static [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CreateNewPredictionKey ( class [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * )


description: Construct a new server initiation key, for abilities activated on the server

code: static [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CreateNewServerInitiatedKey ( class [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * )


code: bool DependsOn ( [KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


description: Create a new dependent prediction key: keep our existing base or use the current key as the base.

code: void GenerateDependentPredictionKey()


description: A key was generated by the local client if it's valid and not a server key, prediction keys for other clients will serialize down as 0 and be invalid

code: bool IsLocalClientKey() const


description: True if this was created as a server initiated activation key, used to identify server activations but cannot be used for prediction

code: bool IsServerInitiatedKey() const


description: Can this key be used for more predictive actions, or has it already been sent off to the server?

code: bool IsValidForMorePrediction() const


className: KeyType

code: typedef int16 KeyType


description: A key is valid if it's non-zero, prediction keys for other clients will serialize down as 0 and be invalid

code: bool IsValidKey() const


description: The key to understanding this function is that when a key is received by the server, we note which connection gave it to us. We only serialize the key back to that client.

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Creates new delegate called only when replicated state catches up to this key.


description: Creates new delegate called only when this key is rejected.


description: Add a new delegate that is called if the key is rejected or caught up to.

code: void NewRejectOrCaughtUpDelegate ( [FPredictionKeyEvent](API\Plugins\GameplayAbilities\FPredictionKeyEvent) Event )


code: bool operator== ( const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & Other ) const


code: bool WasLocallyGenerated() const


description: Was this PredictionKey received from a NetSerialize or created locally?

code: bool WasReceived() const


code: FPredictionKey &40; int32 Key &41;


code: FPredictionKey &40; int16 InKey, int16 PreviousKey &41;


className: FPredictionKey

description: The main thingsFPredictionKeyitself provides are: -Unique ID and a system for having dependant chains of Prediction Keys ("Current" and "Base" integers) -A special implementation of ::NetSerialize *** which only serializes the prediction key to the predicting client *** -This is important as it allows us to serialize prediction keys in replicated state, knowing that only clients that gave the server the prediction key will actually see them!

Base

description: If non 0, the prediction key this was created from

bIsServerInitiated

type: bool

bIsStale

description: If stale, this key cannot be used for more prediction

Current

description: The unique ID of this prediction key