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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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The core ActorComponent for interfacing with the GameplayAbilities System. More...
Public Member Functions | |
Ability System | Gameplay Cues | |
| void | RemoveGameplayCue (const FGameplayTag GameplayCueTag) |
| void | ExecuteGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext) |
| void | ExecuteGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| void | RemoveAllGameplayCues () |
| void | InitDefaultGameplayCueParameters (FGameplayCueParameters &Parameters) |
| void | AddGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| void | AddGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext) |
Ability System | Gameplay Tags | |
| void | AddLooseGameplayTag (FGameplayTag GameplayTag, int Count=1) |
| bool | AreAbilityTagsBlocked (FGameplayTagContainer Tags) const |
| void | AddReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags) |
| void | GetOwnedGameplayTags (FGameplayTagContainer &TagContainer) const |
| void | SetReplicatedLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount) |
| void | AddReplicatedLooseGameplayTag (FGameplayTag GameplayTag) |
| void | SetLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount) |
| void | AddLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1) |
| void | RemoveReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags) |
| void | RemoveReplicatedLooseGameplayTag (FGameplayTag GameplayTag) |
| void | RemoveLooseGameplayTag (FGameplayTag GameplayTag, int Count=1) |
| void | RemoveLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1) |
Gameplay Abilities | |
| void | GetAllAbilities (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles) const |
| Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation. | |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1) |
| Grants a Gameplay Ability, activates it once, and removes it. This will be ignored if the actor is not authoritative. | |
| void | FindAllAbilitiesWithTags (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagContainer Tags, bool bExactMatch=true) const |
| Returns an array with all abilities that match the provided tags. | |
| void | FindAllAbilitiesWithInputID (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, int InputID=0) const |
| Returns an array with all abilities bound to an Input ID value. | |
| void | PressInputID (int InputID) |
| Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities. | |
| void | ClearAllAbilities () |
| Wipes all 'given' abilities. This will be ignored if the actor is not authoritative. | |
| void | ClearAbility (FGameplayAbilitySpecHandle Handle) |
| Removes the specified ability. This will be ignored if the actor is not authoritative. | |
| void | InputConfirm () |
| Sends a local player Input Confirm event, notifying abilities. | |
| void | InputCancel () |
| Sends a local player Input Cancel event, notifying abilities. | |
| void | FindAllAbilitiesMatchingQuery (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagQuery Query) const |
| Returns an array with all abilities that match the provided Gameplay Tag Query. | |
| FGameplayAbilitySpecHandle | GiveAbility (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1) |
| Grants a Gameplay Ability and returns its handle. This will be ignored if the actor is not authoritative. | |
| void | ClearAllAbilitiesWithInputID (int InputID=0) |
| Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative. | |
| void | ReleaseInputID (int InputID) |
| Sends a local player Input Released event with the provided Input ID, notifying any bound abilities. | |
Gameplay Attributes | |
| void | GetAllAttributes (TArray< FGameplayAttribute > &OutAttributes) |
| Returns a list of all attributes for this abilty system component. | |
| const UAttributeSet | GetAttributeSet (TSubclassOf< UAttributeSet > AttributeSetClass) const |
| Returns a reference to the Attribute Set instance, if one exists in this component. | |
| float32 | GetGameplayAttributeValue (FGameplayAttribute Attribute, bool &bFound) const |
| Returns the current value of the given gameplay attribute, or zero if the attribute is not found. NOTE: This doesn't take predicted gameplay effect modifiers into consideration, so the value may not be accurate on clients at all times. | |
Gameplay Tags | |
| int | GetGameplayTagCount (FGameplayTag GameplayTag) const |
| Returns the current count of the given gameplay tag. This includes both loose tags, and tags granted by gameplay effects and abilities. This function can be called on the client, but it may not display the most current count on the server. | |
GameplayCue | |
| bool | IsGameplayCueActive (const FGameplayTag GameplayCueTag) const |
| Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GameplayCue is active (Animation Blueprint for example). | |
GameplayEffects | |
| void | SetActiveGameplayEffectLevelUsingQuery (FGameplayEffectQuery Query, int NewLevel) |
| Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying. | |
| void | UpdateActiveGameplayEffectSetByCallerMagnitudes (FActiveGameplayEffectHandle ActiveHandle, TMap< FGameplayTag, float32 > NewSetByCallerValues) |
| Dynamically update multiple set-by-caller magnitudes for an active gameplay effect. | |
| TArray< FActiveGameplayEffectHandle > | GetActiveEffectsWithAllTags (FGameplayTagContainer Tags) const |
| Returns list of active effects that have all of the passed in tags. | |
| int | RemoveActiveEffectsWithGrantedTags (FGameplayTagContainer Tags) |
| Removes all active effects that grant any of the tags in Tags. | |
| void | SetActiveGameplayEffectLevel (FActiveGameplayEffectHandle ActiveHandle, int NewLevel) |
| Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectToSelf (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle EffectContext) |
| Apply a gameplay effect to self. | |
| void | RemoveActiveGameplayEffectBySourceEffect (TSubclassOf< UGameplayEffect > GameplayEffect, UAbilitySystemComponent InstigatorAbilitySystemComponent, int StacksToRemove=- 1) |
| Remove active gameplay effects whose backing definition are the specified gameplay effect class. | |
| int | GetGameplayEffectCount (TSubclassOf< UGameplayEffect > SourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const |
| Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted. | |
| bool | RemoveActiveGameplayEffect (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1) |
| Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectToTarget (TSubclassOf< UGameplayEffect > GameplayEffectClass, UAbilitySystemComponent Target, float32 Level, FGameplayEffectContextHandle Context) |
| Apply a gameplay effect to passed in target. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToSelf (FGameplayEffectSpecHandle SpecHandle) |
| Applies a previously created gameplay effect spec to this component. | |
| int | GetGameplayEffectCount_IfLoaded (TSoftClassPtr< UGameplayEffect > SoftSourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const |
| Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted. | |
| float32 | GetGameplayEffectMagnitude (FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute) const |
| Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be). | |
| int | RemoveActiveEffectsWithTags (FGameplayTagContainer Tags) |
| Removes all active effects that contain any of the tags in Tags. | |
| int | RemoveActiveEffectsWithAppliedTags (FGameplayTagContainer Tags) |
| Removes all active effects that apply any of the tags in Tags. | |
| int | RemoveActiveEffectsWithSourceTags (FGameplayTagContainer Tags) |
| Removes all active effects with captured source tags that contain any of the tags in Tags. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToTarget (FGameplayEffectSpecHandle SpecHandle, UAbilitySystemComponent Target) |
| Applies a previously created gameplay effect spec to a target. | |
| void | UpdateActiveGameplayEffectSetByCallerMagnitude (FActiveGameplayEffectHandle ActiveHandle, FGameplayTag SetByCallerTag, float32 NewValue) |
| Dynamically update the set-by-caller magnitude for an active gameplay effect. | |
| FGameplayEffectSpecHandle | MakeOutgoingSpec (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle Context) const |
| Get an outgoing GameplayEffectSpec that is ready to be applied to other things. | |
| TArray< FActiveGameplayEffectHandle > | GetActiveEffects (FGameplayEffectQuery Query) const |
| Returns list of active effects, for a query. | |
| FGameplayEffectContextHandle | MakeEffectContext () const |
| Create an EffectContext for the owner of this AbilitySystemComponent. | |
Functions | |
| void | ClientActivateAbilityFailed (FGameplayAbilitySpecHandle AbilityToActivate, int16 PredictionKey) |
| void | RemoveAllSpawnedAttributes () |
| FGameplayAbilitySpecHandle | GiveAbility (FGameplayAbilitySpec Spec) |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce (FGameplayAbilitySpec &Spec) |
| void | ClientTryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate) |
| void | ClientPrintDebug_Response (TArray< FString > Strings, int GameFlags) |
| void | ClientEndAbility (FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ClientCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ServerCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ServerCurrentMontageJumpToSectionName (UAnimSequenceBase ClientAnimation, FName SectionName) |
| RPC function called from CurrentMontageJumpToSection, replicates to other clients. | |
| void | ServerCurrentMontageSetNextSectionName (UAnimSequenceBase ClientAnimation, float32 ClientPosition, FName SectionName, FName NextSectionName) |
| RPC function called from CurrentMontageSetNextSectionName, replicates to other clients. | |
| void | ServerCurrentMontageSetPlayRate (UAnimSequenceBase ClientAnimation, float32 InPlayRate) |
| RPC function called from CurrentMontageSetPlayRate, replicates to other clients. | |
| void | ServerPrintDebug_Request () |
| Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response. | |
| void | ServerPrintDebug_RequestWithStrings (TArray< FString > Strings) |
| Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays. | |
| void | ServerSetInputPressed (FGameplayAbilitySpecHandle AbilityHandle) |
| Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events). | |
| void | ServerSetInputReleased (FGameplayAbilitySpecHandle AbilityHandle) |
| void | RemoveSpawnedAttribute (UAttributeSet Attribute) |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnceWithEventData (FGameplayAbilitySpec &Spec, FGameplayEventData EventData) |
| const TArray< UAttributeSet > & | GetSpawnedAttributes () const |
| bool | FindAbilitySpecFromInputID (int InputID, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromHandle (const FGameplayAbilitySpecHandle Handle, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromGEHandle (const FActiveGameplayEffectHandle Handle, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromClass (const TSubclassOf< UGameplayAbility > InAbilityClass, FGameplayAbilitySpec &OutSpec) |
| void | AddSpawnedAttribute (UAttributeSet Attribute) |
| void | MarkAbilitySpecDirty (FGameplayAbilitySpec &Spec, bool bWasAddOrRemove=false) |
| void | SendGameplayEvent (const FGameplayTag EventTag, FGameplayEventData Payload) |
| FGameplayTag | FindMatchingOwnedTag (FGameplayTag Tag) const |
| Given a tag, returns the first matching owned tag that is actually on the component. | |
| FGameplayTagContainer | FindMatchingOwnedTags (FGameplayTag Tag) const |
| Given a tag, returns all matching owned tags that are actually on the component. | |
| Public Member Functions inherited from UActorComponent | |
| void | Tick (float32 DeltaSeconds) |
| Event called every frame if tick is enabled. | |
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay. | |
| void | BeginPlay () |
| Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay. | |
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| Event called every async physics tick if bAsyncPhysicsTickEnabled is true. | |
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
| bool | GetbReplicates () const |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
| void | SetbReplicates (bool Value) |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
| bool | GetbAutoActivate () const |
| Whether the component is activated at creation or must be explicitly activated. | |
| void | SetbAutoActivate (bool Value) |
| Whether the component is activated at creation or must be explicitly activated. | |
| void | SetbEditableWhenInherited (bool Value) |
| True if this component can be modified when it was inherited from a parent actor class. | |
| void | SetbCanEverAffectNavigation (bool Value) |
| Whether this component can potentially influence navigation. | |
| bool | GetbIsEditorOnly () const |
| If true, the component will be excluded from non-editor builds. | |
| bool | IsBeingDestroyed () const |
| Returns whether the component is in the process of being destroyed. | |
| void | SetIsReplicated (bool ShouldReplicate) |
| Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components). | |
| void | DestroyComponent (UObject Object) |
| Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function. | |
| bool | ComponentHasTag (FName Tag) const |
| See if this component contains the supplied tag. | |
| AActor | GetOwner () const |
| Follow the Outer chain to get the AActor that 'Owns' this component. | |
| void | SetAutoActivate (bool bNewAutoActivate) |
| Sets whether the component should be auto activate or not. Only safe during construction scripts. | |
| bool | IsActive () const |
| Returns whether the component is active or not. | |
| void | ToggleActive () |
| Toggles the active state of the component. | |
| void | SetActive (bool bNewActive, bool bReset=false) |
| Sets whether the component is active or not. | |
| void | Activate (bool bReset=false) |
| Activates the SceneComponent, should be overridden by native child classes. | |
| void | Deactivate () |
| Deactivates the SceneComponent. | |
| float32 | GetComponentTickInterval () const |
| Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed. | |
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| Make this component tick after PrerequisiteActor. | |
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Make this component tick after PrerequisiteComponent. | |
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Remove tick dependency on PrerequisiteComponent. | |
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| Sets whether this component can tick when paused. | |
| bool | IsComponentTickEnabled () const |
| Returns whether this component has tick enabled or not. | |
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| Changes the ticking group for this component. | |
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| Remove tick dependency on PrerequisiteActor. | |
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately. | |
| void | SetComponentTickInterval (float32 TickInterval) |
| Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick. | |
| void | SetComponentTickEnabled (bool bEnabled) |
| Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UAbilitySystemComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UAbilitySystemComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UAbilitySystemComponent | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayTasksComponent | |
| static UGameplayTasksComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UGameplayTasksComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UGameplayTasksComponent | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UActorComponent | |
| static UActorComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UActorComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UActorComponent | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AttributeTest | |
| TArray< FAttributeDefaults > | DefaultStartingData |
Variables | |
| bool | UserAbilityActivationInhibited |
| Rather activation is currently inhibited. | |
| const TArray< UAttributeSet > | SpawnedAttributes |
| List of attribute sets. | |
| Public Attributes inherited from UGameplayTasksComponent | |
| FOnClaimedResourcesChangeSignature | OnClaimedResourcesChange |
| Public Attributes inherited from UActorComponent | |
| bool | bAutoActivate |
| Whether the component is activated at creation or must be explicitly activated. | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| Array of user data stored with the component. | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| Array of user data stored with the component. | |
| bool | bReplicates |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
| FActorComponentTickFunction | PrimaryComponentTick |
| Main tick function for the Component. | |
| bool | bIsEditorOnly |
| If true, the component will be excluded from non-editor builds. | |
| bool | bReplicateUsingRegisteredSubObjectList |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
| TArray< FName > | ComponentTags |
| Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. | |
| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| Follow the Outer chain to get the AActor that 'Owns' this component. | |
| FActorComponentDeactivateSignature | OnComponentDeactivated |
| Called when the component has been deactivated. | |
| FActorComponentActivatedSignature | OnComponentActivated |
| Called when the component has been activated, with parameter indicating if it was from a reset. | |
| float32 | ComponentTickInterval |
| Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Abilities | |
| FGameplayAbilitySpecContainer | ActivatableAbilities |
| The abilities we can activate. -This will include CDOs for non instanced abilities and per-execution instanced abilities. -Actor-instanced abilities will be the actual instance (not CDO). | |
| void | TargetCancel () |
| Any active targeting actors will be stopped and canceled, not returning any targeting data. | |
| void | TargetConfirm () |
| Any active targeting actors will be told to stop and return current targeting data. | |
| bool | GetUserAbilityActivationInhibited () const |
| This is meant to be used to inhibit activating an ability from an input perspective. (E.g., the menu is pulled up, another game mechanism is consuming all input, etc) This should only be called on locally owned players. This should not be used to game mechanics like silences or disables. Those should be done through gameplay effects. | |
| void | SetUserAbilityActivationInhibited (bool NewInhibit) |
| Disable or Enable a local user from being able to activate abilities. This should only be used for input/UI etc related inhibition. Do not use for game mechanics. | |
| bool | TryActivateAbilitiesByTag (FGameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation=true) |
| Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). Returns true if anything attempts to activate. Can activate more than one ability and the ability may fail later. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate abilities. | |
| bool | TryActivateAbilityByClass (TSubclassOf< UGameplayAbility > InAbilityToActivate, bool bAllowRemoteActivation=true) |
| Attempts to activate the ability that is passed in. This will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability. | |
| bool | TryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation=true) |
| Attempts to activate the given ability, will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability. | |
Skills | |
| FName | AffectedAnimInstanceTag |
| The linked Anim Instance that this component will play montages in. Use NAME_None for the main anim instance. | |
| void | InitStats (TSubclassOf< UAttributeSet > Attributes, const UDataTable DataTable) |
The core ActorComponent for interfacing with the GameplayAbilities System.
| void AddGameplayCueWithEffectContext | ( | const FGameplayTag | GameplayCueTag, |
| FGameplayEffectContextHandle | EffectContext ) |
| void AddGameplayCueWithParameters | ( | const FGameplayTag | GameplayCueTag, |
| FGameplayCueParameters | GameplayCueParameters ) |
| void AddLooseGameplayTag | ( | FGameplayTag | GameplayTag, |
| int | Count = 1 ) |
| void AddLooseGameplayTags | ( | FGameplayTagContainer | GameplayTags, |
| int | Count = 1 ) |
| void AddReplicatedLooseGameplayTag | ( | FGameplayTag | GameplayTag | ) |
| void AddReplicatedLooseGameplayTags | ( | FGameplayTagContainer | GameplayTags | ) |
| void AddSpawnedAttribute | ( | UAttributeSet | Attribute | ) |
| FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf | ( | FGameplayEffectSpecHandle | SpecHandle | ) |
Applies a previously created gameplay effect spec to this component.
| FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget | ( | FGameplayEffectSpecHandle | SpecHandle, |
| UAbilitySystemComponent | Target ) |
Applies a previously created gameplay effect spec to a target.
| FActiveGameplayEffectHandle ApplyGameplayEffectToSelf | ( | TSubclassOf< UGameplayEffect > | GameplayEffectClass, |
| float32 | Level, | ||
| FGameplayEffectContextHandle | EffectContext ) |
Apply a gameplay effect to self.
| FActiveGameplayEffectHandle ApplyGameplayEffectToTarget | ( | TSubclassOf< UGameplayEffect > | GameplayEffectClass, |
| UAbilitySystemComponent | Target, | ||
| float32 | Level, | ||
| FGameplayEffectContextHandle | Context ) |
Apply a gameplay effect to passed in target.
| bool AreAbilityTagsBlocked | ( | FGameplayTagContainer | Tags | ) | const |
| void ClearAbility | ( | FGameplayAbilitySpecHandle | Handle | ) |
Removes the specified ability. This will be ignored if the actor is not authoritative.
| Handle | Ability Spec Handle of the ability we want to remove |
| void ClearAllAbilities | ( | ) |
Wipes all 'given' abilities. This will be ignored if the actor is not authoritative.
| void ClearAllAbilitiesWithInputID | ( | int | InputID = 0 | ) |
| void ClientActivateAbilityFailed | ( | FGameplayAbilitySpecHandle | AbilityToActivate, |
| int16 | PredictionKey ) |
| void ClientCancelAbility | ( | FGameplayAbilitySpecHandle | AbilityToCancel, |
| FGameplayAbilityActivationInfo | ActivationInfo ) |
| void ClientEndAbility | ( | FGameplayAbilitySpecHandle | AbilityToEnd, |
| FGameplayAbilityActivationInfo | ActivationInfo ) |
| void ClientTryActivateAbility | ( | FGameplayAbilitySpecHandle | AbilityToActivate | ) |
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| void ExecuteGameplayCueWithEffectContext | ( | const FGameplayTag | GameplayCueTag, |
| FGameplayEffectContextHandle | EffectContext ) |
| void ExecuteGameplayCueWithParameters | ( | const FGameplayTag | GameplayCueTag, |
| FGameplayCueParameters | GameplayCueParameters ) |
| bool FindAbilitySpecFromClass | ( | const TSubclassOf< UGameplayAbility > | InAbilityClass, |
| FGameplayAbilitySpec & | OutSpec ) |
| bool FindAbilitySpecFromGEHandle | ( | const FActiveGameplayEffectHandle | Handle, |
| FGameplayAbilitySpec & | OutSpec ) |
| bool FindAbilitySpecFromHandle | ( | const FGameplayAbilitySpecHandle | Handle, |
| FGameplayAbilitySpec & | OutSpec ) |
| bool FindAbilitySpecFromInputID | ( | int | InputID, |
| FGameplayAbilitySpec & | OutSpec ) |
| void FindAllAbilitiesMatchingQuery | ( | TArray< FGameplayAbilitySpecHandle > & | OutAbilityHandles, |
| FGameplayTagQuery | Query ) const |
| void FindAllAbilitiesWithInputID | ( | TArray< FGameplayAbilitySpecHandle > & | OutAbilityHandles, |
| int | InputID = 0 ) const |
| void FindAllAbilitiesWithTags | ( | TArray< FGameplayAbilitySpecHandle > & | OutAbilityHandles, |
| FGameplayTagContainer | Tags, | ||
| bool | bExactMatch = true ) const |
Returns an array with all abilities that match the provided tags.
| OutAbilityHandles | This array will be filled with matching Ability Spec Handles |
| Tags | Gameplay Tags to match |
| bExactMatch | If true, tags must be matched exactly. Otherwise, abilities matching any of the tags will be returned |
| FGameplayTag FindMatchingOwnedTag | ( | FGameplayTag | Tag | ) | const |
Given a tag, returns the first matching owned tag that is actually on the component.
For example, if given State, this would return all the State.Grounded, State.Combat, etc.
| FGameplayTagContainer FindMatchingOwnedTags | ( | FGameplayTag | Tag | ) | const |
Given a tag, returns all matching owned tags that are actually on the component.
For example, if given State, this would return all the State.Grounded, State.Combat, etc.
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| TArray< FActiveGameplayEffectHandle > GetActiveEffects | ( | FGameplayEffectQuery | Query | ) | const |
Returns list of active effects, for a query.
| TArray< FActiveGameplayEffectHandle > GetActiveEffectsWithAllTags | ( | FGameplayTagContainer | Tags | ) | const |
Returns list of active effects that have all of the passed in tags.
| void GetAllAbilities | ( | TArray< FGameplayAbilitySpecHandle > & | OutAbilityHandles | ) | const |
Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation.
| OutAbilityHandles | This array will be filled with the granted Ability Spec Handles |
| void GetAllAttributes | ( | TArray< FGameplayAttribute > & | OutAttributes | ) |
Returns a list of all attributes for this abilty system component.
| const UAttributeSet GetAttributeSet | ( | TSubclassOf< UAttributeSet > | AttributeSetClass | ) | const |
Returns a reference to the Attribute Set instance, if one exists in this component.
| AttributeSetClass | The type of attribute set to look for |
| float32 GetGameplayAttributeValue | ( | FGameplayAttribute | Attribute, |
| bool & | bFound ) const |
Returns the current value of the given gameplay attribute, or zero if the attribute is not found. NOTE: This doesn't take predicted gameplay effect modifiers into consideration, so the value may not be accurate on clients at all times.
| Attribute | The gameplay attribute to query |
| bFound | Set to true if the attribute exists in this component |
| int GetGameplayEffectCount | ( | TSubclassOf< UGameplayEffect > | SourceGameplayEffect, |
| UAbilitySystemComponent | OptionalInstigatorFilterComponent, | ||
| bool | bEnforceOnGoingCheck = true ) const |
Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
| SourceGameplayEffect | Effect to get the count of |
| OptionalInstigatorFilterComponent | If specified, only count effects applied by this ability system component |
| int GetGameplayEffectCount_IfLoaded | ( | TSoftClassPtr< UGameplayEffect > | SoftSourceGameplayEffect, |
| UAbilitySystemComponent | OptionalInstigatorFilterComponent, | ||
| bool | bEnforceOnGoingCheck = true ) const |
Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
| SoftSourceGameplayEffect | Effect to get the count of. If this is not currently loaded, the count is 0 |
| OptionalInstigatorFilterComponent | If specified, only count effects applied by this ability system component |
| float32 GetGameplayEffectMagnitude | ( | FActiveGameplayEffectHandle | Handle, |
| FGameplayAttribute | Attribute ) const |
Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be).
| int GetGameplayTagCount | ( | FGameplayTag | GameplayTag | ) | const |
Returns the current count of the given gameplay tag. This includes both loose tags, and tags granted by gameplay effects and abilities. This function can be called on the client, but it may not display the most current count on the server.
| GameplayTag | The gameplay tag to query |
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| void GetOwnedGameplayTags | ( | FGameplayTagContainer & | TagContainer | ) | const |
| const TArray< UAttributeSet > & GetSpawnedAttributes | ( | ) | const |
| bool GetUserAbilityActivationInhibited | ( | ) | const |
This is meant to be used to inhibit activating an ability from an input perspective. (E.g., the menu is pulled up, another game mechanism is consuming all input, etc) This should only be called on locally owned players. This should not be used to game mechanics like silences or disables. Those should be done through gameplay effects.
| FGameplayAbilitySpecHandle GiveAbility | ( | FGameplayAbilitySpec | Spec | ) |
| FGameplayAbilitySpecHandle GiveAbility | ( | TSubclassOf< UGameplayAbility > | AbilityClass, |
| int | Level = 0, | ||
| int | InputID = - 1 ) |
| FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce | ( | FGameplayAbilitySpec & | Spec | ) |
| FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce | ( | TSubclassOf< UGameplayAbility > | AbilityClass, |
| int | Level = 0, | ||
| int | InputID = - 1 ) |
| FGameplayAbilitySpecHandle GiveAbilityAndActivateOnceWithEventData | ( | FGameplayAbilitySpec & | Spec, |
| FGameplayEventData | EventData ) |
| void InitDefaultGameplayCueParameters | ( | FGameplayCueParameters & | Parameters | ) |
| void InitStats | ( | TSubclassOf< UAttributeSet > | Attributes, |
| const UDataTable | DataTable ) |
| void InputCancel | ( | ) |
Sends a local player Input Cancel event, notifying abilities.
| void InputConfirm | ( | ) |
Sends a local player Input Confirm event, notifying abilities.
| bool IsGameplayCueActive | ( | const FGameplayTag | GameplayCueTag | ) | const |
Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GameplayCue is active (Animation Blueprint for example).
| FGameplayEffectContextHandle MakeEffectContext | ( | ) | const |
Create an EffectContext for the owner of this AbilitySystemComponent.
| FGameplayEffectSpecHandle MakeOutgoingSpec | ( | TSubclassOf< UGameplayEffect > | GameplayEffectClass, |
| float32 | Level, | ||
| FGameplayEffectContextHandle | Context ) const |
Get an outgoing GameplayEffectSpec that is ready to be applied to other things.
| void MarkAbilitySpecDirty | ( | FGameplayAbilitySpec & | Spec, |
| bool | bWasAddOrRemove = false ) |
| void PressInputID | ( | int | InputID | ) |
| void ReleaseInputID | ( | int | InputID | ) |
| int RemoveActiveEffectsWithAppliedTags | ( | FGameplayTagContainer | Tags | ) |
Removes all active effects that apply any of the tags in Tags.
| int RemoveActiveEffectsWithGrantedTags | ( | FGameplayTagContainer | Tags | ) |
Removes all active effects that grant any of the tags in Tags.
| int RemoveActiveEffectsWithSourceTags | ( | FGameplayTagContainer | Tags | ) |
Removes all active effects with captured source tags that contain any of the tags in Tags.
| int RemoveActiveEffectsWithTags | ( | FGameplayTagContainer | Tags | ) |
Removes all active effects that contain any of the tags in Tags.
| bool RemoveActiveGameplayEffect | ( | FActiveGameplayEffectHandle | Handle, |
| int | StacksToRemove = - 1 ) |
Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks.
| void RemoveActiveGameplayEffectBySourceEffect | ( | TSubclassOf< UGameplayEffect > | GameplayEffect, |
| UAbilitySystemComponent | InstigatorAbilitySystemComponent, | ||
| int | StacksToRemove = - 1 ) |
Remove active gameplay effects whose backing definition are the specified gameplay effect class.
| GameplayEffect | Class of gameplay effect to remove; Does nothing if left null |
| InstigatorAbilitySystemComponent | If specified, will only remove gameplay effects applied from this instigator ability system component |
| StacksToRemove | Number of stacks to remove, -1 means remove all |
| void RemoveAllGameplayCues | ( | ) |
| void RemoveAllSpawnedAttributes | ( | ) |
| void RemoveGameplayCue | ( | const FGameplayTag | GameplayCueTag | ) |
| void RemoveLooseGameplayTag | ( | FGameplayTag | GameplayTag, |
| int | Count = 1 ) |
| void RemoveLooseGameplayTags | ( | FGameplayTagContainer | GameplayTags, |
| int | Count = 1 ) |
| void RemoveReplicatedLooseGameplayTag | ( | FGameplayTag | GameplayTag | ) |
| void RemoveReplicatedLooseGameplayTags | ( | FGameplayTagContainer | GameplayTags | ) |
| void RemoveSpawnedAttribute | ( | UAttributeSet | Attribute | ) |
| void SendGameplayEvent | ( | const FGameplayTag | EventTag, |
| FGameplayEventData | Payload ) |
| void ServerCancelAbility | ( | FGameplayAbilitySpecHandle | AbilityToCancel, |
| FGameplayAbilityActivationInfo | ActivationInfo ) |
| void ServerCurrentMontageJumpToSectionName | ( | UAnimSequenceBase | ClientAnimation, |
| FName | SectionName ) |
RPC function called from CurrentMontageJumpToSection, replicates to other clients.
| void ServerCurrentMontageSetNextSectionName | ( | UAnimSequenceBase | ClientAnimation, |
| float32 | ClientPosition, | ||
| FName | SectionName, | ||
| FName | NextSectionName ) |
RPC function called from CurrentMontageSetNextSectionName, replicates to other clients.
| void ServerCurrentMontageSetPlayRate | ( | UAnimSequenceBase | ClientAnimation, |
| float32 | InPlayRate ) |
RPC function called from CurrentMontageSetPlayRate, replicates to other clients.
| void ServerPrintDebug_Request | ( | ) |
Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response.
Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays.
| void ServerSetInputPressed | ( | FGameplayAbilitySpecHandle | AbilityHandle | ) |
Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events).
| void ServerSetInputReleased | ( | FGameplayAbilitySpecHandle | AbilityHandle | ) |
| void SetActiveGameplayEffectLevel | ( | FActiveGameplayEffectHandle | ActiveHandle, |
| int | NewLevel ) |
Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
| void SetActiveGameplayEffectLevelUsingQuery | ( | FGameplayEffectQuery | Query, |
| int | NewLevel ) |
Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
| void SetLooseGameplayTagCount | ( | FGameplayTag | GameplayTag, |
| int | NewCount ) |
| void SetReplicatedLooseGameplayTagCount | ( | FGameplayTag | GameplayTag, |
| int | NewCount ) |
| void SetUserAbilityActivationInhibited | ( | bool | NewInhibit | ) |
Disable or Enable a local user from being able to activate abilities. This should only be used for input/UI etc related inhibition. Do not use for game mechanics.
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| void TargetCancel | ( | ) |
Any active targeting actors will be stopped and canceled, not returning any targeting data.
| void TargetConfirm | ( | ) |
Any active targeting actors will be told to stop and return current targeting data.
| bool TryActivateAbilitiesByTag | ( | FGameplayTagContainer | GameplayTagContainer, |
| bool | bAllowRemoteActivation = true ) |
Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). Returns true if anything attempts to activate. Can activate more than one ability and the ability may fail later. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate abilities.
| bool TryActivateAbility | ( | FGameplayAbilitySpecHandle | AbilityToActivate, |
| bool | bAllowRemoteActivation = true ) |
Attempts to activate the given ability, will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
| bool TryActivateAbilityByClass | ( | TSubclassOf< UGameplayAbility > | InAbilityToActivate, |
| bool | bAllowRemoteActivation = true ) |
Attempts to activate the ability that is passed in. This will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
| void UpdateActiveGameplayEffectSetByCallerMagnitude | ( | FActiveGameplayEffectHandle | ActiveHandle, |
| FGameplayTag | SetByCallerTag, | ||
| float32 | NewValue ) |
Dynamically update the set-by-caller magnitude for an active gameplay effect.
| void UpdateActiveGameplayEffectSetByCallerMagnitudes | ( | FActiveGameplayEffectHandle | ActiveHandle, |
| TMap< FGameplayTag, float32 > | NewSetByCallerValues ) |
Dynamically update multiple set-by-caller magnitudes for an active gameplay effect.
| FGameplayAbilitySpecContainer ActivatableAbilities |
The abilities we can activate. -This will include CDOs for non instanced abilities and per-execution instanced abilities. -Actor-instanced abilities will be the actual instance (not CDO).
This array is not vital for things to work. It is a convenience thing for 'giving abilities to the actor'. But abilities could also work on things without an AbilitySystemComponent. For example an ability could be written to execute on a StaticMeshActor. As long as the ability doesn't require instancing or anything else that the AbilitySystemComponent would provide, then it doesn't need the component to function.
| FName AffectedAnimInstanceTag |
The linked Anim Instance that this component will play montages in. Use NAME_None for the main anim instance.
| TArray<FAttributeDefaults> DefaultStartingData |
| const TArray<UAttributeSet> SpawnedAttributes |
List of attribute sets.
| bool UserAbilityActivationInhibited |
Rather activation is currently inhibited.