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| FGameplayAbilityActorInfo & | GetActorInfo () const |
| bool | TryGetAttributeBaseValue (FName AttributeName, float32 &OutBaseValue) |
| bool | TrySetAttributeBaseValue (FName AttributeName, float32 NewBaseValue) |
| | Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set.
|
| UAngelscriptAbilitySystemComponent | GetOwningAbilitySystemComponent () const |
| bool | TryGetAttributeCurrentValue (FName AttributeName, float32 &OutCurrentValue) |
| AActor | GetOwningActor () |
| bool | OnInitFromMetaDataTable (const UDataTable DataTable) |
| | Return true if you could load the data. False if you want to use the default loading function.
|
| void | PostGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| void | PostAttributeBaseChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) const |
| void | PreAttributeBaseChange (FGameplayAttribute Attribute, float32 &NewValue) const |
| void | PostAttributeChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) |
| void | PreAttributeChange (FGameplayAttribute Attribute, float32 &NewValue) |
| bool | PreGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| | Return true if you want to allow the effect to execute.
|
| void | OnRep_Attribute (FAngelscriptGameplayAttributeData &OldAttributeData) |
| void | InitFromMetaDataTable (const UDataTable DataTable) |
| 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 |
| const UAngelscriptAbilitySystemComponent | OwningAbilitySystemComponent |
| const AActor | OwningActor |
| const FGameplayAbilityActorInfo & | ActorInfo |
| TArray< FName > | ReplicatedAttributeBlackList |
| | The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |