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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Abilities define custom gameplay logic that can be activated by players or external game logic. More...
Public Member Functions | |
Ability System | Context | |
| UObject | GetSourceObject (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
Ability|Animation | |
| void | MontageJumpToSection (FName SectionName) |
| Immediately jumps the active montage to a section. | |
| void | MontageStop (float32 OverrideBlendOutTime=- 1.000000) |
| Stops the current animation montage. | |
| void | MontageSetNextSectionName (FName FromSectionName, FName ToSectionName) |
| Sets pending section on active montage. | |
Animation | |
| UAnimMontage | GetCurrentMontage () const |
| Returns the currently playing montage for this ability, if any. | |
| 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 UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Advanced | |
| bool | bServerRespectsRemoteAbilityCancellation |
| If this is set, the server-side version of the ability can be canceled by the client-side version. The client-side version can always be canceled by the server. | |
| EGameplayAbilityNetExecutionPolicy | NetExecutionPolicy |
| How does an ability execute on the network. Does a client "ask and predict", "ask and wait", "don't ask (just do it)". | |
| EGameplayAbilityReplicationPolicy | ReplicationPolicy |
| How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy. | |
| bool | bRetriggerInstancedAbility |
| if true, and trying to activate an already active instanced ability, end it and re-trigger it. | |
| EGameplayAbilityNetSecurityPolicy | NetSecurityPolicy |
| What protections does this ability have? Should the client be allowed to request changes to the execution of the ability? | |
| EGameplayAbilityInstancingPolicy | InstancingPolicy |
| How the ability is instanced when executed. This limits what an ability can do in its implementation. | |
Cooldowns | |
| TSubclassOf< UGameplayEffect > | CooldownGameplayEffectClass |
| This GameplayEffect represents the cooldown. It will be applied when the ability is committed and the ability cannot be used again until it is expired. | |
Costs | |
| TSubclassOf< UGameplayEffect > | CostGameplayEffectClass |
| This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed. | |
Input | |
| bool | bReplicateInputDirectly |
| If true, this ability will always replicate input press/release events to the server. | |
Tags | |
| FGameplayTagContainer | SourceRequiredTags |
| This ability can only be activated if the source actor/component has all of these tags. | |
| FGameplayTagContainer | SourceBlockedTags |
| This ability is blocked if the source actor/component has any of these tags. | |
| FGameplayTagContainer | TargetRequiredTags |
| This ability can only be activated if the target actor/component has all of these tags. | |
| FGameplayTagContainer | TargetBlockedTags |
| This ability is blocked if the target actor/component has any of these tags. | |
| FGameplayTagContainer | CancelAbilitiesWithTag |
| Abilities with these tags are cancelled when this ability is executed. | |
| FGameplayTagContainer | AbilityTags |
| This ability has these tags. | |
| FGameplayTagContainer | ActivationBlockedTags |
| This ability is blocked if the activating actor/component has any of these tags. | |
| FGameplayTagContainer | BlockAbilitiesWithTag |
| Abilities with these tags are blocked while this ability is active. | |
| FGameplayTagContainer | ActivationOwnedTags |
| Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals. | |
| FGameplayTagContainer | ActivationRequiredTags |
| This ability can only be activated if the activating actor/component has all of these tags. | |
Triggers | |
| TArray< FAbilityTriggerData > | AbilityTriggers |
| Triggers to determine if this ability should execute in response to an event. | |
Variables | |
| const UAnimMontage | CurrentMontage |
| Active montage being played by this ability. | |
| 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 |
Ability | |
| const UObject | CurrentSourceObject |
| Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities. | |
| const AActor | OwningActorFromActorInfo |
| Returns the actor that owns this ability, which may not have a physical location. | |
| const FGameplayEffectContextHandle | GrantedByEffectContext |
| Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| FGameplayEventData | CurrentEventData |
| Information specific to this instance of the ability, if it was activated by an event. | |
| const FGameplayAbilityActorInfo | ActorInfo |
| Returns the actor info associated with this ability, has cached pointers to useful objects. | |
| bool | bMarkPendingKillOnAbilityEnd |
| const UAbilitySystemComponent | AbilitySystemComponentFromActorInfo |
| Returns the AbilitySystemComponent that is activating this ability. | |
| const float32 | CooldownTimeRemaining |
| Returns the time in seconds remaining on the currently active cooldown. | |
| const USkeletalMeshComponent | OwningComponentFromActorInfo |
| Convenience method for abilities to get skeletal mesh component - useful for aiming abilities. | |
| const int | AbilityLevel |
| Returns current level of the Ability. | |
| const AActor | AvatarActorFromActorInfo |
| Returns the physical actor that is executing this ability. May be null. | |
| FGameplayAbilityActivationInfo | CurrentActivationInfo |
| This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc. | |
| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectSpecToTarget (const FGameplayEffectSpecHandle EffectSpecHandle, FGameplayAbilityTargetDataHandle TargetData) |
| Apply a previously created gameplay effect spec to a target. | |
| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectToTarget (FGameplayAbilityTargetDataHandle TargetData, TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| Apply a gameplay effect to a Target. | |
| void | RemoveGameplayEffectFromOwnerWithAssetTags (FGameplayTagContainer WithAssetTags, int StacksToRemove=- 1) |
| Removes GameplayEffects from owner which match the given asset level tags. | |
| void | RemoveGameplayEffectFromOwnerWithGrantedTags (FGameplayTagContainer WithGrantedTags, int StacksToRemove=- 1) |
| Removes GameplayEffects from owner which grant the given tags. | |
| void | RemoveGameplayEffectFromOwnerWithHandle (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1) |
| Removes GameplayEffect from owner that match the given handle. | |
| void | CancelTaskByInstanceName (FName InstanceName) |
| Add any task with this instance name to a list to be canceled (not ended) next frame. See also EndTaskByInstanceName. | |
| void | ConfirmTaskByInstanceName (FName InstanceName, bool bEndTask) |
| Finds all currently active tasks named InstanceName and confirms them. What this means depends on the individual task. By default, this does nothing other than ending if bEndTask is true. | |
| void | EndAbilityState (FName OptionalStateNameToEnd) |
| Ends any active ability state task with the given name. If name is 'None' all active states will be ended (in an arbitrary order). | |
| void | EndTaskByInstanceName (FName InstanceName) |
| Add any task with this instance name to a list to be ended (not canceled) next frame. See also CancelTaskByInstanceName. | |
| int | GetAbilityLevel () const |
| Returns current level of the Ability. | |
| int | GetAbilityLevel_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| Returns current ability level for non instanced abilities. You must call this version in these contexts! | |
| UAbilitySystemComponent | GetAbilitySystemComponentFromActorInfo () const |
| Returns the AbilitySystemComponent that is activating this ability. | |
| FGameplayAbilityActorInfo | GetActorInfo () const |
| Returns the actor info associated with this ability, has cached pointers to useful objects. | |
| AActor | GetAvatarActorFromActorInfo () const |
| Returns the physical actor that is executing this ability. May be null. | |
| FGameplayEffectContextHandle | GetContextFromOwner (FGameplayAbilityTargetDataHandle OptionalTargetData) const |
| Generates a GameplayEffectContextHandle from our owner and an optional TargetData. | |
| float32 | GetCooldownTimeRemaining () const |
| Returns the time in seconds remaining on the currently active cooldown. | |
| void | CommitExecute () |
| BP event called from CommitAbility. | |
| UObject | GetCurrentSourceObject () const |
| Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities. | |
| FGameplayEffectContextHandle | GetGrantedByEffectContext () const |
| Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| AActor | GetOwningActorFromActorInfo () const |
| Returns the actor that owns this ability, which may not have a physical location. | |
| USkeletalMeshComponent | GetOwningComponentFromActorInfo () const |
| Convenience method for abilities to get skeletal mesh component - useful for aiming abilities. | |
| UObject | GetSourceObject_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| Retrieves the SourceObject associated with this ability. Callable on non instanced. | |
| void | InvalidateClientPredictionKey () const |
| Invalidates the current prediction key. This should be used in cases where there is a valid prediction window, but the server is doing logic that only it can do, and afterwards performs an action that the client could predict (had the client been able to run the server-only code prior). This returns instantly and has no other side effects other than clearing the current prediction key. | |
| bool | IsLocallyControlled () const |
| True if the owning actor is locally controlled, true in single player. | |
| void | ActivateAbility () |
| The main function that defines what an ability does. -Child classes will want to override this -This function graph should call CommitAbility -This function graph should call EndAbility. | |
| void | ActivateAbilityFromEvent (FGameplayEventData EventData) |
| void | AddGameplayCue (FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context, bool bRemoveOnAbilityEnd=true) |
| Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends. | |
| void | AddGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameter, bool bRemoveOnAbilityEnd=true) |
| Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToOwner (const FGameplayEffectSpecHandle EffectSpecHandle) |
| Apply a previously created gameplay effect spec to the owner of this ability. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectToOwner (TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| Apply a gameplay effect to the owner of this ability. | |
| bool | CanActivateAbility (FGameplayAbilityActorInfo ActorInfo, const FGameplayAbilitySpecHandle Handle, FGameplayTagContainer &RelevantTags) const |
| Returns true if this ability can be activated right now. Has no side effects. | |
| void | CancelAbility () |
| Call from Blueprint to cancel the ability naturally. | |
| bool | CheckAbilityCooldown () |
| Checks the ability's cooldown, but does not apply it. | |
| bool | CheckAbilityCost () |
| Checks the ability's cost, but does not apply it. | |
| bool | CommitAbility () |
| Attempts to commit the ability (spend resources, etc). This our last chance to fail. Child classes that override ActivateAbility must call this themselves! | |
| bool | CommitAbilityCooldown (bool BroadcastCommitEvent=false, bool ForceCooldown=false) |
| Attempts to commit the ability's cooldown only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for. | |
| bool | CommitAbilityCost (bool BroadcastCommitEvent=false) |
| Attempts to commit the ability's cost only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for. | |
| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerActor () |
| Creates a target location from where the owner avatar is. | |
| void | EndAbility () |
| Call from blueprints to forcibly end the ability without canceling it. This will replicate the end ability to the client or server which can interrupt tasks. | |
| void | EndAbilityLocally () |
| Call from blueprints to end the ability naturally. This will only end predicted abilities locally, allowing it end naturally on the client or server. | |
| void | ExecuteGameplayCue (FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) |
| Invoke a gameplay cue on the ability owner. | |
| void | ExecuteGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| Invoke a gameplay cue on the ability owner, with extra parameters. | |
| bool | HasAuthority () const |
| void | OnEndAbility (bool bWasCancelled) |
| Blueprint event, will be called if an ability ends normally or abnormally. | |
| void | RemoveGameplayCue (FGameplayTag GameplayCueTag) |
| Removes a persistent gameplay cue from the ability owner. | |
| bool | ShouldAbilityRespondToEvent (FGameplayAbilityActorInfo ActorInfo, FGameplayEventData Payload) const |
| Returns true if this ability can be activated right now. Has no side effects. | |
| FGameplayEffectSpecHandle | MakeOutgoingGameplayEffectSpec (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level=1.000000) const |
| Convenience method for abilities to get outgoing gameplay effect specs (for example, to pass on to projectiles to apply to whoever they hit). | |
| void | RemoveGrantedByEffect () |
| Removes the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerSkeletalMeshComponent (FName SocketName) |
| Creates a target location from a socket on the owner avatar's skeletal mesh. | |
| void | SendGameplayEvent (FGameplayTag EventTag, FGameplayEventData Payload) |
| Sends a gameplay event, also creates a prediction window. | |
| void | SetCanBeCanceled (bool bCanBeCanceled) |
| Sets whether the ability should ignore cancel requests. Only valid on instanced abilities. | |
| void | SetShouldBlockOtherAbilities (bool bShouldBlockAbilities) |
| Sets rather ability block flags are enabled or disabled. Only valid on instanced abilities. | |
Abilities define custom gameplay logic that can be activated by players or external game logic.
| void ActivateAbility | ( | ) |
The main function that defines what an ability does. -Child classes will want to override this -This function graph should call CommitAbility -This function graph should call EndAbility.
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph. In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
| void ActivateAbilityFromEvent | ( | FGameplayEventData | EventData | ) |
| void AddGameplayCue | ( | FGameplayTag | GameplayCueTag, |
| FGameplayEffectContextHandle | Context, | ||
| bool | bRemoveOnAbilityEnd = true ) |
Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends.
| void AddGameplayCueWithParams | ( | FGameplayTag | GameplayCueTag, |
| FGameplayCueParameters | GameplayCueParameter, | ||
| bool | bRemoveOnAbilityEnd = true ) |
Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends.
| FActiveGameplayEffectHandle ApplyGameplayEffectSpecToOwner | ( | const FGameplayEffectSpecHandle | EffectSpecHandle | ) |
Apply a previously created gameplay effect spec to the owner of this ability.
| TArray< FActiveGameplayEffectHandle > ApplyGameplayEffectSpecToTarget | ( | const FGameplayEffectSpecHandle | EffectSpecHandle, |
| FGameplayAbilityTargetDataHandle | TargetData ) |
Apply a previously created gameplay effect spec to a target.
| FActiveGameplayEffectHandle ApplyGameplayEffectToOwner | ( | TSubclassOf< UGameplayEffect > | GameplayEffectClass, |
| int | GameplayEffectLevel = 1, | ||
| int | Stacks = 1 ) |
Apply a gameplay effect to the owner of this ability.
| TArray< FActiveGameplayEffectHandle > ApplyGameplayEffectToTarget | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| TSubclassOf< UGameplayEffect > | GameplayEffectClass, | ||
| int | GameplayEffectLevel = 1, | ||
| int | Stacks = 1 ) |
Apply a gameplay effect to a Target.
| bool CanActivateAbility | ( | FGameplayAbilityActorInfo | ActorInfo, |
| const FGameplayAbilitySpecHandle | Handle, | ||
| FGameplayTagContainer & | RelevantTags ) const |
Returns true if this ability can be activated right now. Has no side effects.
| void CancelAbility | ( | ) |
Call from Blueprint to cancel the ability naturally.
| void CancelTaskByInstanceName | ( | FName | InstanceName | ) |
Add any task with this instance name to a list to be canceled (not ended) next frame. See also EndTaskByInstanceName.
| bool CheckAbilityCooldown | ( | ) |
Checks the ability's cooldown, but does not apply it.
| bool CheckAbilityCost | ( | ) |
Checks the ability's cost, but does not apply it.
| bool CommitAbility | ( | ) |
Attempts to commit the ability (spend resources, etc). This our last chance to fail. Child classes that override ActivateAbility must call this themselves!
| bool CommitAbilityCooldown | ( | bool | BroadcastCommitEvent = false, |
| bool | ForceCooldown = false ) |
Attempts to commit the ability's cooldown only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for.
| bool CommitAbilityCost | ( | bool | BroadcastCommitEvent = false | ) |
Attempts to commit the ability's cost only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for.
| void CommitExecute | ( | ) |
BP event called from CommitAbility.
| void ConfirmTaskByInstanceName | ( | FName | InstanceName, |
| bool | bEndTask ) |
Finds all currently active tasks named InstanceName and confirms them. What this means depends on the individual task. By default, this does nothing other than ending if bEndTask is true.
| void EndAbility | ( | ) |
Call from blueprints to forcibly end the ability without canceling it. This will replicate the end ability to the client or server which can interrupt tasks.
| void EndAbilityLocally | ( | ) |
Call from blueprints to end the ability naturally. This will only end predicted abilities locally, allowing it end naturally on the client or server.
| void EndAbilityState | ( | FName | OptionalStateNameToEnd | ) |
Ends any active ability state task with the given name. If name is 'None' all active states will be ended (in an arbitrary order).
| void EndTaskByInstanceName | ( | FName | InstanceName | ) |
Add any task with this instance name to a list to be ended (not canceled) next frame. See also CancelTaskByInstanceName.
| void ExecuteGameplayCue | ( | FGameplayTag | GameplayCueTag, |
| FGameplayEffectContextHandle | Context ) |
Invoke a gameplay cue on the ability owner.
| void ExecuteGameplayCueWithParams | ( | FGameplayTag | GameplayCueTag, |
| FGameplayCueParameters | GameplayCueParameters ) |
Invoke a gameplay cue on the ability owner, with extra parameters.
| int GetAbilityLevel | ( | ) | const |
Returns current level of the Ability.
| int GetAbilityLevel_BP | ( | FGameplayAbilitySpecHandle | Handle, |
| FGameplayAbilityActorInfo | ActorInfo ) const |
Returns current ability level for non instanced abilities. You must call this version in these contexts!
| UAbilitySystemComponent GetAbilitySystemComponentFromActorInfo | ( | ) | const |
Returns the AbilitySystemComponent that is activating this ability.
| FGameplayAbilityActorInfo GetActorInfo | ( | ) | const |
Returns the actor info associated with this ability, has cached pointers to useful objects.
| AActor GetAvatarActorFromActorInfo | ( | ) | const |
Returns the physical actor that is executing this ability. May be null.
| FGameplayEffectContextHandle GetContextFromOwner | ( | FGameplayAbilityTargetDataHandle | OptionalTargetData | ) | const |
Generates a GameplayEffectContextHandle from our owner and an optional TargetData.
| float32 GetCooldownTimeRemaining | ( | ) | const |
Returns the time in seconds remaining on the currently active cooldown.
| UAnimMontage GetCurrentMontage | ( | ) | const |
Returns the currently playing montage for this ability, if any.
| UObject GetCurrentSourceObject | ( | ) | const |
Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities.
| FGameplayEffectContextHandle GetGrantedByEffectContext | ( | ) | const |
Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities.
| AActor GetOwningActorFromActorInfo | ( | ) | const |
Returns the actor that owns this ability, which may not have a physical location.
| USkeletalMeshComponent GetOwningComponentFromActorInfo | ( | ) | const |
Convenience method for abilities to get skeletal mesh component - useful for aiming abilities.
| UObject GetSourceObject | ( | FGameplayAbilitySpecHandle | Handle, |
| FGameplayAbilityActorInfo | ActorInfo ) const |
| UObject GetSourceObject_BP | ( | FGameplayAbilitySpecHandle | Handle, |
| FGameplayAbilityActorInfo | ActorInfo ) const |
Retrieves the SourceObject associated with this ability. Callable on non instanced.
| bool HasAuthority | ( | ) | const |
| void InvalidateClientPredictionKey | ( | ) | const |
Invalidates the current prediction key. This should be used in cases where there is a valid prediction window, but the server is doing logic that only it can do, and afterwards performs an action that the client could predict (had the client been able to run the server-only code prior). This returns instantly and has no other side effects other than clearing the current prediction key.
| bool IsLocallyControlled | ( | ) | const |
True if the owning actor is locally controlled, true in single player.
| FGameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec | ( | TSubclassOf< UGameplayEffect > | GameplayEffectClass, |
| float32 | Level = 1.000000 ) const |
Convenience method for abilities to get outgoing gameplay effect specs (for example, to pass on to projectiles to apply to whoever they hit).
| FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerActor | ( | ) |
Creates a target location from where the owner avatar is.
| FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerSkeletalMeshComponent | ( | FName | SocketName | ) |
Creates a target location from a socket on the owner avatar's skeletal mesh.
| void MontageJumpToSection | ( | FName | SectionName | ) |
Immediately jumps the active montage to a section.
Sets pending section on active montage.
| void MontageStop | ( | float32 | OverrideBlendOutTime = - 1.000000 | ) |
Stops the current animation montage.
| void OnEndAbility | ( | bool | bWasCancelled | ) |
Blueprint event, will be called if an ability ends normally or abnormally.
| void RemoveGameplayCue | ( | FGameplayTag | GameplayCueTag | ) |
Removes a persistent gameplay cue from the ability owner.
| void RemoveGameplayEffectFromOwnerWithAssetTags | ( | FGameplayTagContainer | WithAssetTags, |
| int | StacksToRemove = - 1 ) |
Removes GameplayEffects from owner which match the given asset level tags.
| void RemoveGameplayEffectFromOwnerWithGrantedTags | ( | FGameplayTagContainer | WithGrantedTags, |
| int | StacksToRemove = - 1 ) |
Removes GameplayEffects from owner which grant the given tags.
| void RemoveGameplayEffectFromOwnerWithHandle | ( | FActiveGameplayEffectHandle | Handle, |
| int | StacksToRemove = - 1 ) |
Removes GameplayEffect from owner that match the given handle.
| void RemoveGrantedByEffect | ( | ) |
Removes the GameplayEffect that granted this ability. Can only be called on instanced abilities.
| void SendGameplayEvent | ( | FGameplayTag | EventTag, |
| FGameplayEventData | Payload ) |
Sends a gameplay event, also creates a prediction window.
| void SetCanBeCanceled | ( | bool | bCanBeCanceled | ) |
Sets whether the ability should ignore cancel requests. Only valid on instanced abilities.
| void SetShouldBlockOtherAbilities | ( | bool | bShouldBlockAbilities | ) |
Sets rather ability block flags are enabled or disabled. Only valid on instanced abilities.
| bool ShouldAbilityRespondToEvent | ( | FGameplayAbilityActorInfo | ActorInfo, |
| FGameplayEventData | Payload ) const |
Returns true if this ability can be activated right now. Has no side effects.
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static |
| const int AbilityLevel |
Returns current level of the Ability.
| const UAbilitySystemComponent AbilitySystemComponentFromActorInfo |
Returns the AbilitySystemComponent that is activating this ability.
| FGameplayTagContainer AbilityTags |
This ability has these tags.
| TArray<FAbilityTriggerData> AbilityTriggers |
Triggers to determine if this ability should execute in response to an event.
| FGameplayTagContainer ActivationBlockedTags |
This ability is blocked if the activating actor/component has any of these tags.
| FGameplayTagContainer ActivationOwnedTags |
Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals.
| FGameplayTagContainer ActivationRequiredTags |
This ability can only be activated if the activating actor/component has all of these tags.
| const FGameplayAbilityActorInfo ActorInfo |
Returns the actor info associated with this ability, has cached pointers to useful objects.
| const AActor AvatarActorFromActorInfo |
Returns the physical actor that is executing this ability. May be null.
| FGameplayTagContainer BlockAbilitiesWithTag |
Abilities with these tags are blocked while this ability is active.
| bool bMarkPendingKillOnAbilityEnd |
| bool bReplicateInputDirectly |
If true, this ability will always replicate input press/release events to the server.
| bool bRetriggerInstancedAbility |
if true, and trying to activate an already active instanced ability, end it and re-trigger it.
| bool bServerRespectsRemoteAbilityCancellation |
If this is set, the server-side version of the ability can be canceled by the client-side version. The client-side version can always be canceled by the server.
| FGameplayTagContainer CancelAbilitiesWithTag |
Abilities with these tags are cancelled when this ability is executed.
| TSubclassOf<UGameplayEffect> CooldownGameplayEffectClass |
This GameplayEffect represents the cooldown. It will be applied when the ability is committed and the ability cannot be used again until it is expired.
| const float32 CooldownTimeRemaining |
Returns the time in seconds remaining on the currently active cooldown.
| TSubclassOf<UGameplayEffect> CostGameplayEffectClass |
This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed.
| FGameplayAbilityActivationInfo CurrentActivationInfo |
This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc.
| FGameplayEventData CurrentEventData |
Information specific to this instance of the ability, if it was activated by an event.
| const UAnimMontage CurrentMontage |
Active montage being played by this ability.
| const UObject CurrentSourceObject |
Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities.
| const FGameplayEffectContextHandle GrantedByEffectContext |
Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities.
| EGameplayAbilityInstancingPolicy InstancingPolicy |
How the ability is instanced when executed. This limits what an ability can do in its implementation.
| EGameplayAbilityNetExecutionPolicy NetExecutionPolicy |
How does an ability execute on the network. Does a client "ask and predict", "ask and wait", "don't ask (just do it)".
| EGameplayAbilityNetSecurityPolicy NetSecurityPolicy |
What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?
| const AActor OwningActorFromActorInfo |
Returns the actor that owns this ability, which may not have a physical location.
| const USkeletalMeshComponent OwningComponentFromActorInfo |
Convenience method for abilities to get skeletal mesh component - useful for aiming abilities.
| EGameplayAbilityReplicationPolicy ReplicationPolicy |
How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy.
| FGameplayTagContainer SourceBlockedTags |
This ability is blocked if the source actor/component has any of these tags.
| FGameplayTagContainer SourceRequiredTags |
This ability can only be activated if the source actor/component has all of these tags.
| FGameplayTagContainer TargetBlockedTags |
This ability is blocked if the target actor/component has any of these tags.
| FGameplayTagContainer TargetRequiredTags |
This ability can only be activated if the target actor/component has all of these tags.