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| 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.
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| 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.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
| FInheritedTagContainer | InheritableGameplayEffectTags |
| FGameplayTagRequirements | ApplicationTagRequirements |
| FGameplayEffectQuery | GrantedApplicationImmunityQuery |
| FGameplayTagRequirements | GrantedApplicationImmunityTags |
| FInheritedTagContainer | RemoveGameplayEffectsWithTags |
| FGameplayTagRequirements | RemovalTagRequirements |
| FInheritedTagContainer | InheritableBlockedAbilityTagsContainer |
| FGameplayTagRequirements | OngoingTagRequirements |
| FInheritedTagContainer | InheritableOwnedTagsContainer |
| UGameplayEffectUIData | UIData |
| TArray< TSubclassOf< UGameplayEffect > > | PrematureExpirationEffectClasses |
| TArray< TSubclassOf< UGameplayEffect > > | RoutineExpirationEffectClasses |
| TArray< FConditionalGameplayEffect > | ConditionalGameplayEffects |
| EGameplayEffectDurationType | DurationPolicy |
| | Policy for the duration of this effect.
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| FGameplayEffectModifierMagnitude | DurationMagnitude |
| | Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
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| bool | bExecutePeriodicEffectOnApplication |
| | If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses. // EditCondition in FGameplayEffectDetails.
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| FScalableFloat | Period |
| | Period in seconds. 0.0 for non-periodic effects.
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| EGameplayEffectPeriodInhibitionRemovedPolicy | PeriodicInhibitionPolicy |
| | How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails.
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| bool | bRequireModifierSuccessToTriggerCues |
| | If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions).
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| bool | bSuppressStackingCues |
| | If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
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| TArray< FGameplayEffectCue > | GameplayCues |
| | Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc.
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| TArray< FGameplayModifierInfo > | Modifiers |
| | Array of modifiers that will affect the target of this effect.
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| TArray< TObjectPtr< UGameplayEffectComponent > > | GEComponents |
| | These Gameplay Effect Components define how this Gameplay Effect behaves when applied.
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| TArray< FGameplayEffectExecutionDefinition > | Executions |
| | Array of executions that will affect the target of this effect.
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| TArray< FGameplayAbilitySpecDef > | GrantedAbilities |
| EGameplayEffectStackingType | StackingType |
| | How this GameplayEffect stacks with other instances of this same GameplayEffect.
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| int | StackLimitCount |
| | Stack limit for StackingType.
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| EGameplayEffectStackingDurationPolicy | StackDurationRefreshPolicy |
| | Policy for how the effect duration should be refreshed while stacking.
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| EGameplayEffectStackingPeriodPolicy | StackPeriodResetPolicy |
| | Policy for how the effect period should be reset (or not) while stacking.
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| EGameplayEffectStackingExpirationPolicy | StackExpirationPolicy |
| | Policy for how to handle duration expiring on this gameplay effect.
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| bool | bClearStackOnOverflow |
| | If true, the entire stack of the effect will be cleared once it overflows.
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| TArray< TSubclassOf< UGameplayEffect > > | OverflowEffects |
| | Effects to apply when a stacking effect "overflows" its stack count through another attempted application. Added whether the overflow application succeeds or not.
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| bool | bDenyOverflowApplication |
| | If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed.
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| FGameplayEffectQuery | RemoveGameplayEffectQuery |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |