description: Simple accessor to bAllowNonNetAuthorityDependencyRegistration with some validation: Read the comment on that variable for usage!!!


module: GameplayAbilities

code: UGameplayModMagnitudeCalculation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayModMagnitudeCalculation

description: Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract) class UGameplayModMagnitudeCalculation : public [UGameplayEffectCalculation](API\Plugins\GameplayAbilities\UGameplayEffectCalculation)

type: bool

description: Whether the calculation allows non-net authorities to register the external dependency multi-cast delegate or not; Effectively whether clients are allowed to perform the custom calculation themselves or not


code: void AddOrUpdate ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > > & ResponseGameplayEffects, int32 TotalCount, [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & Handles )


className: FGameplayTagResponseAppliedInfo

code: struct FGameplayTagResponseAppliedInfo

NegativeHandles

type: TArray<FActive...


code: int32 GetCount ( const [FGameplayTagReponsePair](API\Plugins\GameplayAbilities\FGameplayTagReponsePair) & Pair, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC ) const


code: [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & MakeQuery ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Registers for tag events for the given ability system component. Note this will happen to every spawned ASC, we may want to allow games to limit what classe this is called on, or potentially build into the table class restrictions for each response entry.

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


code: void Remove ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC, [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & Handles )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void TagResponseEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, int32 NewCount, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * ASC, int32 idx )


code: UGameplayTagReponseTable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayTagReponseTable

description: For example, "for every count of "Status.Haste" I get 1 level of GE_Response_Haste. This class facilitates building this table and automatically registering and responding to tag events on the ability system component.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayTagReponseTable : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

Entries

type: TArray<FGamepl...

LastASCPurgeTime

type: float

Query

type: FGameplayEffect...

description: Temporary structs to avoid extra heap allocations every time we recalculate tag count

RegisteredASCs

type: TMap<TWeakObje...


code: UTickableAttributeSetInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UTickableAttributeSetInterface

description: Interface for attribute sets that need to tick to update state. These can be expensive

code: class UTickableAttributeSetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: EGameplayAbilityActivationPath

description: Some magic in the namespace MenuExtension_GameplayAbilityBlueprintAudit should pick up your derived class and use it (assuming one derived row type per project).This enum indicates what flow the Blueprint takes once activated (or native if not Activate is not handled by Blueprints)

module: GameplayAbilitiesEditor

code: enum EGameplayAbilityActivationPath { Native, Blueprint, FromEvent, }


className: EGameplayAbilityEndInBlueprints

code: enum EGameplayAbilityEndInBlueprints { Missing = 0, EndAbility = 1 << 0, EndAbilityLocally = 1 << 1, }


description: Makes a new instance of this detail layout class for a specific detail view requesting it

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FAttributeDetails

code: class FAttributeDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: IPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & StructCustomizationUtils )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


className: FAttributePropertyDetails

code: class FAttributePropertyDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


description: Returns a pointer to the Blueprint object we are currently editing, as long as we are editing exactly one

code: virtual [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintObj() const


description: the documentation location for this editor

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


description: FRED_TODO: don't merge this back

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


description: Returns the localized name of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitName() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


description: Returns the localized tooltip text of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitToolTipText() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Edits the specified gameplay ability asset(s)

code: void InitGameplayAbilitiesEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints, bool bShouldOpenInDefaultsMode )


code: FGameplayAbilitiesEditor()


code: virtual ~FGameplayAbilitiesEditor()


className: FGameplayAbilitiesEditor

description: Gameplay abilities asset editor (extends Blueprint editor)

code: class FGameplayAbilitiesEditor : public [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor)


description: The implementation that fills a data row with the Gameplay Ability information

code: virtual void FillDataFromGameplayAbilityBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) & GameplayAbilityBlueprint )


description: Base implementation for auditing Gameplay Abilities

code: virtual void FillDataFromGameplayAbility ( const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) & GameplayAbility )


className: FGameplayAbilityAuditRow

description: This contains all of the data we gather about a Blueprint during the Audit process

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnlyHierarchical) struct FGameplayAbilityAuditRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

ActivationPath

type: EGameplayAbilit...

description: Does the Blueprint override Activate, ActivateByEvent, or is it left up to Native code?

AsyncTasks

type: TArray<FString...

description: List of AsyncTasks the Blueprint uses

bChecksCostManually

description: Does the Blueprint CheckCosts? If so it's an indication that this ability is a multi-step ability.

bCommitAbility

description: Does the Blueprint Commit? If not (and we are a non-native BP), the costs will never apply and we are breaking our expected flow.

bOverridesCanActivate

description: Does the Blueprint implement CanActivate? It can be an indication that there are complex rules for triggering.

bOverridesShouldAbilityRespondToEvent

description: Does the Blueprint implement ShouldAbilityRespondToEvent? It can be an indication that there are complex rules for triggering.

CooldownGE

type: FName

description: If the GameplayAbility has a Cooldown GameplayEffect, this field will tell us which one it's using.

CostGE

description: If the GameplayAbility has a Cost GameplayEffect, this field will tell us which one it's using.

EndAbility

description: How does the Blueprint call EndAbility? If missing, this Ability can be assumed to be a persistent one and removed from Gameplay code (e.g. while tags are active)

Functions

type: TArray<FName>

description: List of functions the Blueprint calls

MutatedVariables

description: List of Variables the Blueprint mutates

NetExecutionPolicy

type: TEnumAsByte<EG...

description: The NetExecutionPolicy of the GameplayAbility

NetSecurityPolicy

description: The NetSecurityPolicy of the GameplayAbility

ReplicationPolicy

description: The Replication Policy which controls if the instance itself is replicated (and therefore controls variable replication)


code: FGameplayCueEditorStrings()


code: FGameplayCueEditorStrings ( [FString](API\Runtime\Core\Containers\FString) Notify1, [FString](API\Runtime\Core\Containers\FString) Notify2, [FString](API\Runtime\Core\Containers\FString) Event1, [FString](API\Runtime\Core\Containers\FString) Event2 )


className: FGameplayCueEditorStrings

code: struct FGameplayCueEditorStrings

type: FString


className: FGameplayEffectCreationData


className: FGetGameplayCueInterfaceClasses

code: typedef TBaseDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & > FGetGameplayCueInterfaceClasses


className: FGetGameplayCueEditorStrings

code: typedef TBaseDelegate_NoParams< [FGameplayCueEditorStrings](API\Plugins\GameplayAbilitiesEditor\FGameplayCueEditorStrings) > FGetGameplayCueEditorStrings


className: FGetGameplayCuePath

code: typedef TBaseDelegate_OneParam< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > FGetGameplayCuePath


className: FGetGameplayCueNotifyClasses

code: typedef TBaseDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & > FGetGameplayCueNotifyClasses


description: Curve Table selector.


description: Registry Type selector.


description: Row/item name widget.


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


className: DefaultMinPreviewLevel

code: static constexpr float DefaultMinPreviewLevel = 0.f;


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


className: DefaultMaxPreviewLevel

code: static constexpr float DefaultMaxPreviewLevel = 30.f;


code: [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * GetCurveTable ( [FPropertyAccess::Result](API\Editor\PropertyEditor\FPropertyAccess__Result) * OutResult ) const


code: void GetCustomRowNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRows ) const


code: float GetPreviewLevel() const


description: Preview widgets.


code: const [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * GetRealCurve ( [FPropertyAccess::Result](API\Editor\PropertyEditor\FPropertyAccess__Result) * OutResult ) const


code: [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) GetRegistryId ( [FPropertyAccess::Result](API\Editor\PropertyEditor\FPropertyAccess__Result) * OutResult ) const


code: [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) GetRegistryType ( [FPropertyAccess::Result](API\Editor\PropertyEditor\FPropertyAccess__Result) * OutResult ) const


description: Row accessors and callbacks.

code: [FName](API\Runtime\Core\UObject\FName) GetRowName ( [FPropertyAccess::Result](API\Editor\PropertyEditor\FPropertyAccess__Result) * OutResult ) const


code: bool IsEditable() const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


code: void OnBrowseTo()


code: void OnCloseMenu()


description: Curve source accessors.

code: void OnCurveSourceChanged()


code: void OnRowNameChanged()


code: void OnSelectCurveTable ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: void OnUseSelected()


code: void RefreshSourceData()


code: void SetPreviewLevel ( float NewLevel )


code: void SetRegistryId ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) NewId )


code: void UpdatePreviewLevels()


code: FScalableFloatDetails()


className: FScalableFloatDetails

code: class FScalableFloatDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)

CurveTableHandleProperty

type: TSharedPtr<IPr...

PropertyUtilities

type: TWeakPtr<IProp...


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayAbilitiesEditorModule](API\Plugins\GameplayAbilitiesEditor\IGameplayAbilitiesEditorModule) & Get()


description: Returns strings used in the GameplayCue Editor widgets. Useful for games to override with game specific information for designers (real examples, etc).


description: Sets delegate that will be called to retrieve list of gameplay cue notify classes to be presented by GameplayCue Editor when creating a new notify


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description: Sets delegate that will be called to get the save path for a gameplay cue notify that is created through the GameplayCue Editor


className: IGameplayAbilitiesEditorModule

description: The public interface to this module

code: class IGameplayAbilitiesEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: operator&=

code: [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) & operator&= ( [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) & Lhs, [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) Rhs )


className: operator~

code: constexpr [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) operator~ ( [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) E )


className: operator^=

code: [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) & operator^= ( [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) & Lhs, [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) Rhs )


className: operator!

code: constexpr bool operator! ( [EGameplayAbilityEndInBlueprints](API\Plugins\GameplayAbilitiesEditor\EGameplayAbilityEndInBlueprints) E )


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FName](API\Runtime\Core\UObject\FName) CallingContext )


code: UGameplayAbilitiesBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayAbilitiesBlueprintFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI) class UGameplayAbilitiesBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

BlueprintType

type: TEnumAsByte< en...

description: The type of blueprint that will be created.

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.


code: UGameplayAbilityGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayAbilityGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UGameplayAbilityGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description: When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

code: virtual bool ShouldAlwaysPurgeOnModification() const


description:
Creates a new variable getter node and adds it to ParentGraph
A pointer to the newly spawned node

code: virtual [UK2Node_VariableGet](API\Editor\BlueprintGraph\UK2Node_VariableGet) * SpawnVariableGetNode ( const FVector2D GraphPosition, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FName](API\Runtime\Core\UObject\FName) VariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Source ) const


code: UGameplayAbilityGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Creates a new variable setter node and adds it to ParentGraph
A pointer to the newly spawned node

code: virtual [UK2Node_VariableSet](API\Editor\BlueprintGraph\UK2Node_VariableSet) * SpawnVariableSetNode ( const FVector2D GraphPosition, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FName](API\Runtime\Core\UObject\FName) VariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Source ) const


className: UGameplayAbilityGraphSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UGameplayAbilityGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


code: void AddMenuExtensions() const


code: UGameplayEffectCreationMenu()


className: GetDefaultAssetNameFunc

description: Set this in your project to programatically define default GE names.


className: UGameplayEffectCreationMenu

description: Container to hold EventKeywords for PIE testing

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig) class UGameplayEffectCreationMenu : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: UK2Node_GameplayCueEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_GameplayCueEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)


description: Determine if a node of this type can be created for the specified graph.

code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


code: virtual bool IsHandling ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > TaskClass ) const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_LatentAbilityCall ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: GameplayBehaviorsEditorModule


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IGameplayBehaviorsEditorModule

description: The public interface to this module

code: class IGameplayBehaviorsEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FBTUseSOTaskMemory

module: GameplayBehaviorSmartObjectsModule

code: struct FBTUseSOTaskMemory

TaskInstance

type: TWeakObjectPtr<...


code: void Abort()


description: Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it

code: virtual void Activate()


description:
Helper function to create an AITask that reaches and interacts with the SmartObject slot using the GameplayBehavior definition.
The AITask performing the move to slot location and then executing the GameplayBehavior.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|Tasks", Meta=(DefaultToSelf="Controller", BlueprintInternalUseOnly="true")) static [UAITask_UseGameplayBehaviorSmartObject](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\UAITask_UseGamep-) * MoveToAndUseSmartObjectWithGameplayBehavior ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) ClaimHandle, bool bLockAILogic )


description: End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. IMPORTANT! Do NOT call directly! CallEndTask()orTaskOwnerEnded()IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing, since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics

code: virtual void OnDestroy ( bool bInOwnerFinished )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


code: void OnSlotInvalidated ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & ClaimHandle, const [ESmartObjectSlotState](API\Plugins\SmartObjectsModule\ESmartObjectSlotState) State )


code: void SetClaimHandle ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & Handle )


code: void SetShouldReachSlotLocation ( const bool bUseMoveTo )


code: bool StartInteraction()


description: Tick function for this task, if bTickingTask == true

code: virtual void TickTask ( float DeltaTime )


description: Deprecated* Please use one of the UseSmartObjectWithGameplayBehavior functions using claim handle instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|Tasks", Meta=(DefaultToSelf="Controller", BlueprintInternalUseOnly="true"), Meta=(DeprecatedFunction, DeprecationMessage="Use one of the UseSmartObjectWithGameplayBehavior functions using claim handle instead")) static [UAITask_UseGameplayBehaviorSmartObject](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\UAITask_UseGamep-) * UseGameplayBehaviorSmartObject ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectActor, [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) * SmartObjectComponent, bool bLockAILogic )


code: static [UAITask_UseGameplayBehaviorSmartObject](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\UAITask_UseGamep-) * UseClaimedSmartObject ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) ClaimHandle, bool bLockAILogic )


code: static [UAITask_UseGameplayBehaviorSmartObject](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\UAITask_UseGamep-) * UseSmartObjectComponent ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SmartObjectComponent, bool bLockAILogic )


code: void OnSmartObjectBehaviorFinished ( [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) & Behavior, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const bool bInterrupted )


description:
Helper function to create an AITask that interacts with the SmartObject slot using the GameplayBehavior definition This version starts the interaction on spot so the actor needs to be at the desired position.
The AITask executing the GameplayBehavior.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|Tasks", Meta=(DefaultToSelf="Controller", BlueprintInternalUseOnly="true")) static [UAITask_UseGameplayBehaviorSmartObject](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\UAITask_UseGamep-) * UseSmartObjectWithGameplayBehavior ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) ClaimHandle, bool bLockAILogic )


code: UAITask_UseGameplayBehaviorSmartObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAITask_UseGameplayBehaviorSmartObject : public [UAITask](API\Runtime\AIModule\Tasks\UAITask)

bBehaviorFinished

type: bool

ClaimedHandle

type: FSmartObjectCla...

GameplayBehavior

type: TObjectPtr<UGa...

MoveToTask

type: TObjectPtr<UAI...

OnBehaviorFinishedNotifyHandle

type: FDelegateHandle

OnFailed

type: FGenericGamepla...


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: string containing description of this node with all setup values

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


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


code: void OnQueryFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )


description: Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically

code: virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


code: void UseClaimedSmartObject ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) ClaimHandle, [FBTUseSOTaskMemory](API\Plugins\GameplayBehaviorSmartObjectsModu-\AI\FBTUseSOTaskMemory) & MyMemory )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBTTask_FindAndUseGameplayBehaviorSmartObject : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

ActivityRequirements

type: FGameplayTagQue...

description: Additional tag query to filter available smart objects.

EQSQueryFinishedDelegate

type: FQueryFinishedS...

EQSRequest

type: FEQSParametrize...

Radius

type: float

description: Used for smart object querying if EQSRequest is not configured


code: static bool IsAvailable()


className: IGameplayBehaviorSmartObjectsModule

description: The public interface to this module

code: class IGameplayBehaviorSmartObjectsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: SmartObject behavior definition for the GameplayBehavior framework


description: Deprecated* Use MoveToAndUseSmartObjectWithGameplayBehavior or UseSmartObjectWithGameplayBehavior using a claim handle fromUAITask_UseGameplayBehaviorSmartObjectinstead.

code: static bool UseGameplayBehaviorSmartObject ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObject )


description: Get the array of tags onto which we need to add delegates The gameplay tag interface forces us to allocate everytime we want to know the list of gameplay tags inside a query so we do this only once and cache it.

module: GameplayBehaviorsModule


description: Size of instance memory


description: Initialize any asset related data


description: Called when execution flow controller becomes active

code: virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Called when execution flow controller becomes inactive

code: virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: No constructors are accessible with public or protected access.

ActorForGameplayTagQuery

type: FBlackboardKeyS...

GameplayTagQuery

description: Gameplay tag query to match

QueryTags

type: TArray<FGamepl...


code: UBTTask_StopGameplayBehavior ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBTTask_StopGameplayBehavior : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

BehaviorToStop

type: TSubclassOf<UG...

description: If None (the default) will stop any and all gameplay behaviors instigated by the agent


code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetBehaviorTree() const


code: bool ShouldStorePreviousBT() const


code: UGameplayBehaviorConfig_BehaviorTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


BehaviorTree

type: TSoftObjectPtr<...

bRevertToPreviousBTOnFinish

type: uint32:  1


code: virtual void EndBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InAvatar, const bool bInterrupted )


code: virtual bool NeedsInstance ( const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config ) const


code: void OnTimerTick()


description:
Subclasses can override this method to control the whole flow
True if behavior was triggered and caller should register to OnBehaviorFinished to be notified on completion

code: virtual bool Trigger ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: UGameplayBehavior_BehaviorTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: NOTE: this behavior works only for AIControlled pawns

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayBehavior_BehaviorTree : public [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior)

AIController

type: TObjectPtr<AAI...

bSingleRun

description: Indicates if BehaviorTree should run only once or in loop.

PreviousBT

type: TObjectPtr<UBe...

TimerHandle

type: FTimerHandle


className: EGameplayBehaviorInstantiationPolicy

code: enum EGameplayBehaviorInstantiationPolicy { Instantiate, ConditionallyInstantiate, DontInstantiate, }


className: FAgentGameplayBehaviors

Behaviors

type: TArray<TObject...


code: bool operator== ( const [FMontagePlaybackData](API\Plugins\GameplayBehaviorsModule\FMontagePlaybackData) & Other ) const


code: bool operator== ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatar ) const


code: FMontagePlaybackData()


code: FMontagePlaybackData ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InAvatar, [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) & InAnimMontage, const float InPlayRate, const [FName](API\Runtime\Core\UObject\FName) InSectionName, const bool bInLoop )


className: FMontagePlaybackData

AbilityComponent

type: TObjectPtr<UAb...

AnimMontage

type: TObjectPtr<UAn...

Avatar

type: TObjectPtr<AAc...

bLoop

type: uint8:  1

SectionName

type: FName

TimerDelegate

type: FTimerDelegate


className: FOnGameplayBehaviorFinished

code: typedef TMulticastDelegate_ThreeParams< void, [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) &, [AActor](API\Runtime\Engine\GameFramework\AActor) &, const bool > FOnGameplayBehaviorFinished


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayBehaviorsModule](API\Plugins\GameplayBehaviorsModule\IGameplayBehaviorsModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description: Sets value to the default, works directly on provided memory/properties

code: virtual void Clear ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


className: IGameplayBehaviorsModule

description: The public interface to this module

code: class IGameplayBehaviorsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


description: Copy value from other key, works directly on provided memory/properties

code: virtual void CopyValues ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * SourceKeyOb, const uint8 * SourceBlock )


description: Convert value to text, works directly on provided memory/properties

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GetValue ( const [UBlackboardKeyType_GameplayTag](API\Plugins\GameplayBehaviorsModule\UBlackboardKeyType_GameplayTag) * KeyOb, const uint8 * RawData )


description: Initialize memory, works directly on provided memory/properties

code: virtual void InitializeMemory ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Check if key has stored value, works directly on provided memory/properties

code: virtual bool IsEmpty ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


className: InvalidValue

code: static const [FDataType](API\Plugins\GameplayBehaviorsModule\UBlackboardKeyType_GameplayTag\FDataType) InvalidValue = FGameplayTagContainer::EmptyContainer;


code: static bool SetValue ( [UBlackboardKeyType_GameplayTag](API\Plugins\GameplayBehaviorsModule\UBlackboardKeyType_GameplayTag) * KeyOb, uint8 * RawData, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Value )


code: virtual bool TestTextOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [ETextKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\ETextKeyOperation__Type) Op, const [FString](API\Runtime\Core\Containers\FString) & OtherString ) const


code: UBlackboardKeyType_GameplayTag ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void AbortBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Gameplay Tag")) class UBlackboardKeyType_GameplayTag : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: virtual void EndBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const bool bInterrupted )


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


description: Can return (it's optional) a dynamic location to use this gameplay behavior

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< FVector > GetDynamicLocation ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * InConfig, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InSmartObjectOwner ) const


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Returns true if this behavior instance is either a non-CDO object or is a CDO, but the class is intended to be used via its instances. If InstantiationPolicy is "ConditionallyInstantiate" then NeedsInstance will be called to see if class wants to spawn an instance depending on

code: bool IsInstanced ( const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayBehavior, Meta=(DisplayName="AbortBehavior")) void K2_AbortBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayBehavior, Meta=(DisplayName="EndBehavior")) void K2_EndBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnFinished")) void K2_OnFinished ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar, bool bWasInterrupted )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnFinishedCharacter")) void K2_OnFinishedCharacter ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * Avatar, bool bWasInterrupted )


description: None if there's no actors or only the one under the index of CurrentIndex is valid

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayBehavior, Meta=(DisplayName="GetNextActorIndexInSequence")) int32 K2_GetNextActorIndexInSequence ( int32 CurrentIndex ) const


description: BP API.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnTriggered")) void K2_OnTriggered ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnFinishedPawn")) void K2_OnFinishedPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Avatar, bool bWasInterrupted )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnTriggeredCharacter")) void K2_OnTriggeredCharacter ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=GameplayBehavior, Meta=(AdvancedDisplay="TagPayload", DisplayName="OnTriggeredPawn")) void K2_OnTriggeredPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayBehavior, Meta=(DisplayName="TriggerBehavior")) void K2_TriggerBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar, [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: virtual bool NeedsInstance ( const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config ) const


description: Notify called after GameplayTask changes state to Active (initial activation or resuming)

code: virtual void OnGameplayTaskActivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: void SetRelevantActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InRelevantActors )


description:
Subclasses can override this method to control the whole flow
True if behavior was triggered and caller should register to OnBehaviorFinished to be notified on completion

code: virtual bool Trigger ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


className: UGameplayBehavior

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType) class UGameplayBehavior : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)

type: union UGameplay...

ActionTag

type: FGameplayTag

description: Tag identifying behavior this class represents

InstantiationPolicy

type: EGameplayBehavi...

OnBehaviorFinished

type: FOnGameplayBeha...

description: Note that it's not going to be called if the behavior finishes as part of Trigger call

RelevantActors

description: It's up to the behavior implementation to decide how to use these actors.

TransientAvatar

description: Used mostly as world context forIGameplayTaskOwnerInterfacefunction.

TransientSmartObjectOwner

description: SmartObject Actor Owner, can be null


code: UGameplayBehavior ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Depending on the specificUGameplayBehaviorclass returns an instance or CDO of BehaviorClass.

code: virtual [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) * GetBehavior ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) const


className: UGameplayBehaviorConfig

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, EditInlineNew, CollapseCategories) class UGameplayBehaviorConfig : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BehaviorClass

type: TSubclassOf<UG...


code: [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * GetMontage() const


code: float GetPlayRate() const


code: bool IsLooped() const


code: UGameplayBehaviorConfig_Animation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


AnimMontage

type: *TSoftObjec...

PlayRate

type: float


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|BehaviorTree") static void AddGameplayTagFilterToBlackboardKeySelector ( [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & InSelector, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="AI|BehaviorTree", Meta=(HidePin="NodeOwner", DefaultToSelf="NodeOwner")) static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GetBlackboardValueAsGameplayTag ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|BehaviorTree") static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GetBlackboardValueAsGameplayTagFromBlackboardComp ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, const [FName](API\Runtime\Core\UObject\FName) & KeyName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|BehaviorTree", Meta=(HidePin="NodeOwner", DefaultToSelf="NodeOwner")) static void SetBlackboardValueAsGameplayTag ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AI|BehaviorTree") static void SetValueAsGameplayTagForBlackboardComp ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, const [FName](API\Runtime\Core\UObject\FName) & KeyName, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GameplayTagValue )


description: Will force-stop GameplayBehavior on given Avatar assuming the current behavior is of GameplayBehaviorClass class

code: static bool StopGameplayBehavior ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) > GameplayBehaviorClass, [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: static [UGameplayBehaviorSubsystem](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorSubsystem) * GetCurrent ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void OnBehaviorFinished ( [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) & Behavior, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const bool bInterrupted )


code: bool StopBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) > BehaviorToStop )


code: static bool TriggerBehavior ( const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) & Config, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: static bool TriggerBehavior ( [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) & Behavior, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: virtual bool TriggerBehaviorImpl ( [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior) & Behavior, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


className: UGameplayBehaviorSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Transient) class UGameplayBehaviorSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)

AgentGameplayBehaviors

type: TMap<TObjectPt...


code: virtual void EndBehavior ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InAvatar, const bool bInterrupted )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnMontageFinished ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, bool bInterrupted, [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatar )


code: bool PlayMontage ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InAvatar, [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) & AnimMontage, const float InPlayRate, const [FName](API\Runtime\Core\UObject\FName) StartSectionName, const bool bLoop )


code: virtual bool Trigger ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, const [UGameplayBehaviorConfig](API\Plugins\GameplayBehaviorsModule\UGameplayBehaviorConfig) * Config, [AActor](API\Runtime\Engine\GameFramework\AActor) * SmartObjectOwner )


code: UGameplayBehavior_AnimationBased ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Note that this behavior is supporting playing only a single montage for a given Avatar at a time. Trying to play multiple or using multipleUGameplayBehavior_AnimationBasedinstances will result in requests overriding and interfering.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayBehavior_AnimationBased : public [UGameplayBehavior](API\Plugins\GameplayBehaviorsModule\UGameplayBehavior)

ActivePlayback

type: TArray<FMontag...

description: If this array ever gets more than couple elements at a time we should consider switching over to aTMap


className: ECameraAnimationEasingType

module: GameplayCameras

code: enum ECameraAnimationEasingType { Linear, Sinusoidal, Quadratic, Cubic, Quartic, Quintic, Exponential, Circular, }


className: ECameraAnimationPlaySpace

code: enum ECameraAnimationPlaySpace { CameraLocal, World, UserDefined, }


className: EInitialWaveOscillatorOffsetType

description: Shake start offset parameter.

code: enum EInitialWaveOscillatorOffsetType { Random, Zero, }


className: EInitialOscillatorOffset

description: Shake start offset parameter

code: enum EInitialOscillatorOffset { EOO_OffsetRandom, EOO_OffsetZero, EOO_MAX, }


className: EOscillatorWaveform

description: Types of waveforms that can be used for camera shake oscillators

code: enum EOscillatorWaveform { SineWave, PerlinNoise, }


description: Whether this is a valid, ongoing camera animation

code: bool IsValid() const


code: FActiveCameraAnimationInfo()


className: FActiveCameraAnimationInfo

description: Information about an active camera animation insideUCameraAnimationCameraModifier.

bIsEasingIn

type: bool

description: Whether easing in is ongoing

bIsEasingOut

description: Whether easing out is ongoing

CameraStandIn

type: TObjectPtr<UCa...

description: Standin for the camera actor and components

EaseInCurrentTime

description: Current time into easing in

EaseOutCurrentTime

description: Current time into easing out

Handle

type: FCameraAnimatio...

description: A reference handle for use withUCameraAnimationCameraModifier.

Params

description: The parameters for playing the animation.

Player

description: The player for playing the animation.

Sequence

description: The sequence to use for the animation.


code: FCameraAnimationHandle ( uint16 InInstanceID, uint16 InInstanceSerial )


className: FCameraAnimationHandle

description: A handle to a camera animation running inUCameraAnimationCameraModifier


className: FCameraAnimationParams

description: Parameter struct for adding new camera animations toUCameraAnimationCameraModifier

bLoop

description: Whether the camera animation should loop

bRandomStartTime

description: Whether the camera animation should have a random start time

DurationOverride

description: Override the duration of the animation with a new duration (including blends)

EaseInDuration

description: Ease-in duration in seconds

EaseInType

type: ECameraAnimatio...

description: Ease-in function type

EaseOutDuration

description: Ease-out duration in seconds

EaseOutType

description: Ease-out function type

PlayRate

description: Time scale for playing the new camera animation

PlaySpace

description: The transform space to use for the new camera shake

Scale

description: Global scale to use for the new camera animation

StartOffset

description: Offset, in frames, into the animation to start at

UserPlaySpaceRot

type: FRotator

description: User space to use when PlaySpace is UserDefined


description: Returns the initial value of the oscillator.

code: static float GetInitialOffset ( [FFOscillator](API\Plugins\GameplayCameras\FFOscillator) const & Osc )


description: Returns the offset at the given time

code: static float GetOffsetAtTime ( [FFOscillator](API\Plugins\GameplayCameras\FFOscillator) const & Osc, float InitialOffset, float Time )


description: Advances the oscillation time and returns the current value.

code: static float UpdateOffset ( [FFOscillator](API\Plugins\GameplayCameras\FFOscillator) const & Osc, float & CurrentOffset, float DeltaTime )


code: static float UpdateOffset ( [FFOscillator](API\Plugins\GameplayCameras\FFOscillator) const & Osc, double & CurrentOffset, float DeltaTime )


className: FFOscillator

description: Defines oscillation of a single number.

Amplitude

description: Amplitude of the sinusoidal oscillation.

Frequency

description: Frequency of the sinusoidal oscillation.

InitialOffset

type: TEnumAsByte< en...

description: Defines how to begin (either at zero, or at a randomized value.

Waveform

type: EOscillatorWave...

description: Type of waveform to use for oscillation.


description: Advances the shake time and returns the current value

code: float Update ( float DeltaTime, float AmplitudeMultiplier, float FrequencyMultiplier, float & InOutCurrentOffset ) const


description: Creates a new perlin noise shaker.

code: FPerlinNoiseShaker()


className: FPerlinNoiseShaker

description: A perlin noise shaker for a single number.

Amplitude

description: Amplitude of the perlin noise.


className: FROscillator

description: Defines FRotator oscillation.

Pitch

type: FFOscillator

description: Pitch oscillation.

Roll

description: Roll oscillation.

Yaw

description: Yaw oscillation.


className: FVOscillator

description: Defines FVector oscillation.

X

description: Oscillation in the X axis.

Y

description: Oscillation in the Y axis.

Z

description: Oscillation in the Z axis.


description: Sets the initial offset and returns the initial value of the oscillator

code: float Initialize ( float & OutInitialOffset ) const


description: Advances the oscillation time and returns the current value


description: Creates a new wave oscillator.

code: FWaveOscillator()


className: FWaveOscillator

description: A wave oscillator for a single number.

InitialOffsetType

type: EInitialWaveOsc...

description: Defines how to begin the oscillation.


className: IGameplayCamerasModule

code: class IGameplayCamerasModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: void DeactivateCameraAnimation ( int32 Index )


description: Allows camera modifiers to output debug text during "showdebug camera"

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


code: static float EvaluateEasing ( [ECameraAnimationEasingType](API\Plugins\GameplayCameras\ECameraAnimationEasingType) EasingType, float Interp )


code: int32 FindInactiveCameraAnimation()


code: const [FActiveCameraAnimationInfo](API\Plugins\GameplayCameras\FActiveCameraAnimationInfo) * GetActiveCameraAnimation ( const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle ) const


code: [FActiveCameraAnimationInfo](API\Plugins\GameplayCameras\FActiveCameraAnimationInfo) * GetActiveCameraAnimation ( const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation", Meta=(WorldContext="WorldContextObject")) static [UCameraAnimationCameraModifier](API\Plugins\GameplayCameras\UCameraAnimationCameraModifier) * GetCameraAnimationCameraModifier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation", Meta=(WorldContext="WorldContextObject")) static [UCameraAnimationCameraModifier](API\Plugins\GameplayCameras\UCameraAnimationCameraModifier) * GetCameraAnimationCameraModifierFromID ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 ControllerID )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation") static [UCameraAnimationCameraModifier](API\Plugins\GameplayCameras\UCameraAnimationCameraModifier) * GetCameraAnimationCameraModifierFromPlayerController ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description:
Returns whether the given camera animation is playing.
Whether the corresponding camera animation is playing or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") bool IsCameraAnimationActive ( const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle ) const


description: Play a new camera animation sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) PlayCameraAnimation ( [UCameraAnimationSequence](API\Plugins\TemplateSequence\UCameraAnimationSequence) * Sequence, [FCameraAnimationParams](API\Plugins\GameplayCameras\FCameraAnimationParams) Params )


description:
Directly modifies variables in the owning camera
bool True if should STOP looping the chain, false otherwise

code: virtual bool ModifyCamera ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Stop playing all instances of the given camera animation sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") void StopAllCameraAnimationsOf ( [UCameraAnimationSequence](API\Plugins\TemplateSequence\UCameraAnimationSequence) * Sequence, bool bImmediate )


description: Stops the given camera animation instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") void StopCameraAnimation ( const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle, bool bImmediate )


description: Stop all camera animation instances.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") virtual void StopAllCameraAnimations ( bool bImmediate )


code: void TickAllAnimations ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


code: void TickAnimation ( [FActiveCameraAnimationInfo](API\Plugins\GameplayCameras\FActiveCameraAnimationInfo) & CameraAnimation, float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


code: UCameraAnimationCameraModifier ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCameraAnimationCameraModifier

description: A camera modifier that plays camera animation sequences.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Camera) class UCameraAnimationCameraModifier : public [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier)

ActiveAnimations

type: TArray<FActive...

description: List of active camera animation instances

NextInstanceSerialNumber

description: Next serial number to use for a camera animation instance


className: UCameraShake

description: Backwards compatible name for the legacy camera shake, for C++ code.


code: template<typename PatternClass> PatternClass * AddChildPattern()


code: virtual void GetShakePatternInfoImpl &40; FCameraShakeInfo & OutInfo &41; const


code: virtual bool IsFinishedImpl&40;&41; const


code: virtual void StartShakePatternImpl &40; const FCameraShakeStartParams & Params &41;


code: virtual void StopShakePatternImpl &40; const FCameraShakeStopParams & Params &41;


code: UCompositeCameraShakePattern ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UCompositeCameraShakePattern

description: A base class for a simple camera shake.

ChildPatterns

type: TArray<TObject...

description: The list of child shake patterns


code: UDefaultCameraShakeBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation", Meta=(BlueprintAutocast)) static [ECameraAnimationPlaySpace](API\Plugins\GameplayCameras\ECameraAnimationPlaySpace) Conv_CameraAnimationPlaySpace ( ECameraShakePlaySpace CameraShakePlaySpace )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation", Meta=(BlueprintAutocast)) static [UCameraAnimationCameraModifier](API\Plugins\GameplayCameras\UCameraAnimationCameraModifier) * Conv_CameraAnimationCameraModifier ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PlayerCameraManager )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation", Meta=(BlueprintAutocast)) static ECameraShakePlaySpace Conv_CameraShakePlaySpace ( [ECameraAnimationPlaySpace](API\Plugins\GameplayCameras\ECameraAnimationPlaySpace) CameraAnimationPlaySpace )


className: UGameplayCamerasFunctionLibrary

description: Blueprint function library for autocasting a player camera manager into the camera animation camera modifier. This prevents breaking Blueprints now thatAPlayerCameraManager::StartCameraShakereturns the base class.


description: Get the camera animation sequence subsystem for the given world

code: static [UGameplayCamerasSubsystem](API\Plugins\GameplayCameras\UGameplayCamerasSubsystem) * GetGameplayCamerasSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: UDefaultCameraShakeBase

description: LikeUCameraShakeBasebut with a perlin noise shake pattern by default, for convenience.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDefaultCameraShakeBase : public [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Animation") bool IsCameraAnimationActive ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle ) const


description: Play a new camera animation sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) PlayCameraAnimation ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UCameraAnimationSequence](API\Plugins\TemplateSequence\UCameraAnimationSequence) * Sequence, [FCameraAnimationParams](API\Plugins\GameplayCameras\FCameraAnimationParams) Params )


description: Stop all camera animation instances.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") void StopAllCameraAnimations ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, bool bImmediate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") void StopAllCameraAnimationsOf ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UCameraAnimationSequence](API\Plugins\TemplateSequence\UCameraAnimationSequence) * Sequence, bool bImmediate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Animation") void StopCameraAnimation ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [FCameraAnimationHandle](API\Plugins\GameplayCameras\FCameraAnimationHandle) & Handle, bool bImmediate )


className: UGameplayCamerasSubsystem

description: World subsystem that holds global objects for handling camera animation sequences.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayCamerasSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


description: Called every tick to let the shake modify the point of view

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CameraShake) void BlueprintUpdateCameraShake ( float DeltaTime, float Alpha, const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & POV, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ModifiedPOV )


description: Returns true if this camera shake will loop forever

code: bool IsLooping() const


description: Called to allow a shake to decide when it's finished playing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=CameraShake) bool ReceiveIsFinished() const


description: Called when the shake starts playing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CameraShake) void ReceivePlayShake ( float Scale )


description: Sets current playback time and applies the shake (both oscillation and camera animation sequence) to the given POV.

code: void SetCurrentTimeAndApplyShake ( float NewTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & POV )


description: Called when the shake is explicitly stopped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CameraShake) void ReceiveStopShake ( bool bImmediately )


description: Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Shakes") static [ULegacyCameraShake](API\Plugins\GameplayCameras\ULegacyCameraShake) * StartLegacyCameraShake ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PlayerCameraManager, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULegacyCameraShake](API\Plugins\GameplayCameras\ULegacyCameraShake) > ShakeClass, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Camera Shakes") static [ULegacyCameraShake](API\Plugins\GameplayCameras\ULegacyCameraShake) * StartLegacyCameraShakeFromSource ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PlayerCameraManager, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULegacyCameraShake](API\Plugins\GameplayCameras\ULegacyCameraShake) > ShakeClass, [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


code: ULegacyCameraShake ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULegacyCameraShake

description: Legacy camera shake which can do either oscillation or run camera anims.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(CameraShakePattern)) class ULegacyCameraShake : public [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase)

AnimBlendInTime

description: Linear blend-in time.

AnimBlendOutTime

description: Linear blend-out time.

AnimPlayRate

description: Scalar defining how fast to play the anim.

AnimScale

description: Scalar defining how "intense" to play the anim.

AnimSequence

type: TObjectPtr< cla...

description: Source camera animation sequence to play. Can be null.

bRandomAnimSegment

type: uint32:  1

description: If true, play a random snippet of the animation of length Duration.

FOVOscillation

description: FOV oscillation

FOVSinOffset

description: Current FOV sinusoidal offset.

InitialFOVSinOffset

description: Initial offset (could have been assigned at random).

InitialLocSinOffset

type: FVector

LocOscillation

type: FVOscillator

description: Positional oscillation

LocSinOffset

description: Current location sinusoidal offset.

OscillationBlendInTime

description: Duration of the blend-in, where the oscillation scales from 0 to 1.

OscillationBlendOutTime

description: Duration of the blend-out, where the oscillation scales from 1 to 0.

OscillationDuration

description: Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.

OscillatorTimeRemaining

description: Time remaining for oscillation shakes. Less than 0.f means shake infinitely.

RandomAnimSegmentDuration

description: When bRandomAnimSegment is true, this defines how long the anim should play.

RotOscillation

type: FROscillator

description: Rotational oscillation

RotSinOffset

description: Current rotational sinusoidal offset.

SequenceShakePattern

description: Sequence shake pattern for when using a sequence instead of a camera anim


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Camera Shakes", Meta=(BlueprintAutocast)) static [ULegacyCameraShake](API\Plugins\GameplayCameras\ULegacyCameraShake) * Conv_LegacyCameraShake ( [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * CameraShake )


className: ULegacyCameraShakeFunctionLibrary

description: Blueprint function library for autocasting from a base camera shake to a legacy camera shake. This prevents breaking Blueprints now thatAPlayerCameraManager::StartCameraShakereturns the base class.


code: virtual void GetShakePatternInfoImpl &40; FCameraShakeInfo & OutInfo &41; const


code: virtual bool IsFinishedImpl&40;&41; const


code: virtual void StartShakePatternImpl &40; const FCameraShakeStartParams & Params &41;


code: virtual void StopShakePatternImpl &40; const FCameraShakeStopParams & Params &41;


className: ULegacyCameraShakePattern

description: It doesn't do anything because, for backwards compatibility reasons, all the data was left on the shake class itself... so this pattern delegates everything back to the owner shake.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class ULegacyCameraShakePattern : public [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern)


code: UPerlinNoiseCameraShakePattern ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UPerlinNoiseCameraShakePattern

description: A camera shake that uses Perlin noise to shake the camera.

FOV

type: FPerlinNoiseSha...

description: FOV shake.

LocationAmplitudeMultiplier

type: float

description: Amplitude multiplier for all location shake

LocationFrequencyMultiplier

description: Frequency multiplier for all location shake

Pitch

description: Pitch shake.

Roll

description: Roll shake.

RotationAmplitudeMultiplier

description: Amplitude multiplier for all rotation shake

RotationFrequencyMultiplier

description: Frequency multiplier for all rotation shake

X

description: Shake in the X axis.

Y

description: Shake in the Y axis.

Yaw

description: Yaw shake.

Z

description: Shake in the Z axis.


code: virtual void GetShakePatternInfoImpl ( [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & OutInfo ) const


code: virtual bool IsFinishedImpl() const


code: virtual void StartShakePatternImpl ( const [FCameraShakeStartParams](API\Runtime\Engine\Camera\FCameraShakeStartParams) & Params )


code: virtual void StopShakePatternImpl ( const [FCameraShakeStopParams](API\Runtime\Engine\Camera\FCameraShakeStopParams) & Params )


code: virtual void TeardownShakePatternImpl()


code: USimpleCameraShakePattern ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: USimpleCameraShakePattern

description: A base class for a simple camera shake.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class USimpleCameraShakePattern : public [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern)

BlendInTime

description: Blend-in time for this shake. Zero or less means no blend-in.

BlendOutTime

description: Blend-out time for this shake. Zero or less means no blend-out.

Duration

description: Duration in seconds of this shake. Zero or less means infinite.

State

type: FCameraShakeSta...

description: The ongoing state for this shake


code: UWaveOscillatorCameraShakePattern ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UWaveOscillatorCameraShakePattern

description: A camera shake that uses oscillations to move the camera.

FOV

type: FWaveOscillator

description: FOV oscillation.

LocationAmplitudeMultiplier

description: Amplitude multiplier for all location oscillation

LocationFrequencyMultiplier

description: Frequency multiplier for all location oscillation

Pitch

description: Pitch oscillation.

Roll

description: Roll oscillation.

RotationAmplitudeMultiplier

description: Amplitude multiplier for all rotation oscillation

RotationFrequencyMultiplier

description: Frequency multiplier for all rotation oscillation

X

description: Oscillation in the X axis.

Y

description: Oscillation in the Y axis.

Yaw

description: Yaw oscillation.

Z

description: Oscillation in the Z axis.


className: FSearchCallback

description: Returns whether we've found what we've wanted to find (i.e. returning true will end the search).

module: GameplayGraph

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) &)> FSearchCallback


className: EGraphElementType

code: enum EGraphElementType { Node, Edge, Island, Unknown, }


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphEdge](API\Plugins\GameplayGraph\Graph\UGraphEdge) > GetEdge() const


code: FGraphEdgeHandle ( int64 InUniqueIndex, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > InElement )


className: FGraphEdgeHandle

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FGraphEdgeHandle : public [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle)


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > GetElement() const


code: int64 GetUniqueIndex() const


description: Whether or not this handle has been initialized.

code: bool IsValid() const


code: bool operator== ( const [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle) & Other ) const


code: bool operator< ( const [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle) & Other ) const


code: bool operator!= ( const [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle) & Other ) const


code: void SetElement ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > InElement )


code: FGraphHandle ( int64 InUniqueIndex, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > InElement )


className: FGraphHandle

description: For persistence, every node in a graph is given a unique index. AFGraphHandleencapsulates that index to make it easy to go from the index to the node and vice versa.


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphIsland](API\Plugins\GameplayGraph\Graph\UGraphIsland) > GetIsland() const


code: FGraphIslandHandle ( int64 InUniqueIndex, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > InElement )


className: FGraphIslandHandle

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FGraphIslandHandle : public [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle)


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphVertex](API\Plugins\GameplayGraph\Graph\UGraphVertex) > GetVertex() const


code: FGraphVertexHandle ( int64 InUniqueIndex, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement) > InElement )


className: FGraphVertexHandle

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FGraphVertexHandle : public [FGraphHandle](API\Plugins\GameplayGraph\Graph\FGraphHandle)


className: FOnGraphEdgeCreated

code: typedef TMulticastDelegate_OneParam< void, const [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle) & > FOnGraphEdgeCreated


description: Delegate to track when some sort of batch change has occurred on this island that probably changes its connectivity. This is different from FOnGraphIslandNodeRemoved since FOnGraphIslandDestructiveChangeFinish will only be called once for the graph for a given operation while FOnGraphIslandNodeRemoved may be called multiple times if we're removing more than one node from the island at a given time. Note that this will only be called as a result of a destructive change. So repeatedly adding a node to an island won't call this event.

code: typedef TMulticastDelegate_OneParam< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & > FOnGraphIslandConnectedComponentsChanged


className: FOnGraphIslandCreated

code: typedef TMulticastDelegate_OneParam< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & > FOnGraphIslandCreated


className: FOnGraphIslandDestroyed

description: Delegate to track when this island should no longer exist.

code: typedef TMulticastDelegate_OneParam< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & > FOnGraphIslandDestroyed


className: FOnGraphIslandVertexAdded

description: Delegate to track the event when the island has a node added to it.

code: typedef TMulticastDelegate_TwoParams< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) &, const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & > FOnGraphIslandVertexAdded


className: FOnGraphIslandVertexRemoved

description: Delegate to track the event when the island has a node removed from it.

code: typedef TMulticastDelegate_TwoParams< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) &, const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & > FOnGraphIslandVertexRemoved


className: FOnGraphVertexCreated

code: typedef TMulticastDelegate_OneParam< void, const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & > FOnGraphVertexCreated


className: FOnGraphVertexParentIslandSet

code: typedef TMulticastDelegate_OneParam< void, const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & > FOnGraphVertexParentIslandSet


className: FOnGraphVertexRemoved

description: Event for when the node has been removed from the graph.

code: typedef TMulticastDelegate_NoParams< void > FOnGraphVertexRemoved


className: FSerializableGraph

description: The minimum amount of data we need to serialize to be able to reconstruct the graph as it was. Note that classes that inherit fromUGraphand its elements will no doubt want to extend the graph with actual information on each node/edge/island. In that case, they should extendFSerializableGraphto contain the extra information per graph handle. Furthermore, they'll need to extendUGraphto have its own typed serialization save/load functions that call the base functions inUGraphfirst.

Edges

type: TMap<FGraphEdg...

Islands

type: TMap<FGraphIsl...

Properties

type: FGraphPropertie...

Vertices

type: TArray<FGraphV...


className: FSerializedEdgeData

type: FGraphVertexHan...


className: FSerializedIslandData


description: Creates an edge between the two nodes.

code: [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle) CreateEdge ( [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) Node1, [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) Node2, int64 InUniqueIndex, bool bAddToIslands )


description: Create a node with the specified subclass, adds it to the graph, and returns a handle to it.

code: [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) CreateVertex ( int64 InUniqueIndex )


description: This should be called immediately after a node and any relevant edges have been added to the graph.

code: virtual void FinalizeVertex ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InHandle )


description: Given a node handle, find the handle in the current graph with a proper element set.

code: [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) GetCompleteNodeHandle ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InHandle )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphEdge](API\Plugins\GameplayGraph\Graph\UGraphEdge) > > & GetEdges() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphIsland](API\Plugins\GameplayGraph\Graph\UGraphIsland) > > & GetIslands() const


code: const [FGraphProperties](API\Plugins\GameplayGraph\Graph\FGraphProperties) & GetProperties() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphVertex](API\Plugins\GameplayGraph\Graph\UGraphVertex) > > & GetVertices() const


code: void InitializeFromProperties ( const [FGraphProperties](API\Plugins\GameplayGraph\Graph\FGraphProperties) & Properties )


code: void LoadFromSerializedGraph ( const [FSerializableGraph](API\Plugins\GameplayGraph\Graph\FSerializableGraph) & Input )


description: Remove an island from the graph.

code: void RemoveIsland ( const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & IslandHandle )


description: Removes an edge from the graph.

code: void RemoveEdge ( const [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle) & EdgeHandle, bool bHandleIslands )


className: UGraph

description: Note that this is an UNDIRECTED GRAPH.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGraph : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnEdgeCreated

type: FOnGraphEdgeCre...

OnIslandCreated

type: FOnGraphIslandC...

OnVertexCreated

type: FOnGraphVertexC...


description: Removes a node from the graph along with any edges that contain it.

code: void RemoveVertex ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & NodeHandle )


code: bool ContainsNode ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InNode ) const


code: const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & GetOtherNode ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InNode ) const


code: const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & NodeA() const


code: const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & NodeB() const


code: void SetNodes ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InA, const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & InB )


className: UGraphEdge

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGraphEdge : public [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement)


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraph](API\Plugins\GameplayGraph\Graph\UGraph) > GetGraph() const


code: int64 GetUniqueIndex() const


description: Called when we create this element and prior to setting any properties.

code: virtual void OnCreate()


code: void SetParentGraph ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraph](API\Plugins\GameplayGraph\Graph\UGraph) > InGraph )


code: void SetUniqueIndex ( int64 InUniqueIndex )


code: UGraphElement ( [EGraphElementType](API\Plugins\GameplayGraph\Graph\EGraphElementType) InElementType )


className: UGraphElement

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UGraphElement : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Adds a single node into this island.

code: void AddVertex ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Node )


description: Called when removing the island from the graph.

code: void Destroy()


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) > & GetVertices() const


code: virtual void HandleOnDestroyed()


code: virtual void HandleOnVertexAdded ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Handle )


code: virtual void HandleOnVertexRemoved ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Handle )


code: bool IsPendingDestroy() const


description: Takes the nodes from the other island and puts them into this island.

code: void MergeWith ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGraphIsland](API\Plugins\GameplayGraph\Graph\UGraphIsland) > OtherIsland )


description: Removes a node from the island.

code: void RemoveVertex ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Node )


className: UGraphIsland

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGraphIsland : public [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement)

OnDestroyed

type: FOnGraphIslandD...

OnVertexAdded

type: FOnGraphIslandV...


code: void AddEdgeTo ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Node, const [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle) & Edge )


code: const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & GetParentIsland() const


code: template<typename TLambda> void ForEachAdjacentVertex ( TLambda && Lambda )


code: bool HasEdgeTo ( const [FGraphVertexHandle](API\Plugins\GameplayGraph\Graph\FGraphVertexHandle) & Other ) const


code: virtual void HandleOnVertexRemoved()


code: void RemoveEdge ( const [FGraphEdgeHandle](API\Plugins\GameplayGraph\Graph\FGraphEdgeHandle) & EdgeHandle )


code: void SetParentIsland ( const [FGraphIslandHandle](API\Plugins\GameplayGraph\Graph\FGraphIslandHandle) & Island )


className: UGraphVertex

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGraphVertex : public [UGraphElement](API\Plugins\GameplayGraph\Graph\UGraphElement)

OnParentIslandSet

type: FOnGraphVertexP...

OnVertexRemoved

type: FOnGraphVertexR...


className: EAnimNodeValueType

module: GameplayInsights

code: enum EAnimNodeValueType { Bool, Int32, Float, Vector2D, Vector, String, Object, Class, AnimNode, }


className: EAnimGraphPhase

code: enum EAnimGraphPhase { Initialize = 0, PreUpdate = 1, Update = 2, CacheBones = 3, Evaluate = 4, }


className: FAnimAttributeMessage

code: struct FAnimAttributeMessage


className: FAnimGraphMessage

code: struct FAnimGraphMessage

Phase

type: EAnimGraphPhase


className: EAnimNotifyMessageType

code: enum EAnimNotifyMessageType { Event = 0, Begin = 1, End = 2, Tick = 3, SyncMarker = 4, }


className: FAnimNodeInfo

code: struct FAnimNodeInfo

Name

type: const TCHAR ...


className: FAnimNodeMessage

code: struct FAnimNodeMessage

RootMotionWeight

type: float


className: FAnimMontageMessage

code: struct FAnimMontageMessage

RecordingTime

type: double


className: FAnimNodeValueMessage

code: struct FAnimNodeValueMessage

Value

type: FVariantValue


className: FAnimSequencePlayerMessage

code: struct FAnimSequencePlayerMessage


className: FAnimNotifyMessage

code: struct FAnimNotifyMessage

NotifyEventType

type: EAnimNotifyMess...


className: FAnimStateMachineMessage

code: struct FAnimStateMachineMessage


className: FAnimSyncMessage

code: struct FAnimSyncMessage


className: FBlendSpacePlayerMessage

code: struct FBlendSpacePlayerMessage


className: FClassInfo

code: struct FClassInfo


className: FObjectEventMessage

code: struct FObjectEventMessage


className: FObjectInfo

code: struct FObjectInfo


className: FObjectPropertiesMessage

code: struct FObjectPropertiesMessage


className: FObjectPropertyValue

code: struct FObjectPropertyValue


className: FOnObjectEndPlay

description: Delegate fired when an object receives an end play event.

code: typedef TMulticastDelegate_ThreeParams< void, uint64, double, const [FObjectInfo](API\Plugins\GameplayInsights\FObjectInfo) & > FOnObjectEndPlay