G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UGameplayEffect Class Reference

UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Deprecated
FInheritedTagContainer InheritableGameplayEffectTags
FGameplayTagRequirements ApplicationTagRequirements
FGameplayEffectQuery GrantedApplicationImmunityQuery
FGameplayTagRequirements GrantedApplicationImmunityTags
FInheritedTagContainer RemoveGameplayEffectsWithTags
FGameplayTagRequirements RemovalTagRequirements
FInheritedTagContainer InheritableBlockedAbilityTagsContainer
FGameplayTagRequirements OngoingTagRequirements
FInheritedTagContainer InheritableOwnedTagsContainer
Deprecated|Display
UGameplayEffectUIData UIData
Deprecated|Expiration
TArray< TSubclassOf< UGameplayEffect > > PrematureExpirationEffectClasses
TArray< TSubclassOf< UGameplayEffect > > RoutineExpirationEffectClasses
Deprecated|GameplayEffect
TArray< FConditionalGameplayEffect > ConditionalGameplayEffects
Duration
EGameplayEffectDurationType DurationPolicy
 Policy for the duration of this effect.
FGameplayEffectModifierMagnitude DurationMagnitude
 Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
Duration|Period
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.
FScalableFloat Period
 Period in seconds. 0.0 for non-periodic effects.
EGameplayEffectPeriodInhibitionRemovedPolicy PeriodicInhibitionPolicy
 How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails.
GameplayCues
bool bRequireModifierSuccessToTriggerCues
 If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions).
bool bSuppressStackingCues
 If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
TArray< FGameplayEffectCue > GameplayCues
 Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc.
GameplayEffect
TArray< FGameplayModifierInfo > Modifiers
 Array of modifiers that will affect the target of this effect.
TArray< TObjectPtr< UGameplayEffectComponent > > GEComponents
 These Gameplay Effect Components define how this Gameplay Effect behaves when applied.
TArray< FGameplayEffectExecutionDefinition > Executions
 Array of executions that will affect the target of this effect.
Granted Abilities
TArray< FGameplayAbilitySpecDef > GrantedAbilities
Stacking
EGameplayEffectStackingType StackingType
 How this GameplayEffect stacks with other instances of this same GameplayEffect.
int StackLimitCount
 Stack limit for StackingType.
EGameplayEffectStackingDurationPolicy StackDurationRefreshPolicy
 Policy for how the effect duration should be refreshed while stacking.
EGameplayEffectStackingPeriodPolicy StackPeriodResetPolicy
 Policy for how the effect period should be reset (or not) while stacking.
EGameplayEffectStackingExpirationPolicy StackExpirationPolicy
 Policy for how to handle duration expiring on this gameplay effect.
Stacking|Overflow
bool bClearStackOnOverflow
 If true, the entire stack of the effect will be cleared once it overflows.
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.
bool bDenyOverflowApplication
 If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed.
Tags
FGameplayEffectQuery RemoveGameplayEffectQuery
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

Additional Inherited Members

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

Detailed Description

UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ApplicationTagRequirements

FGameplayTagRequirements ApplicationTagRequirements

◆ bClearStackOnOverflow

bool bClearStackOnOverflow

If true, the entire stack of the effect will be cleared once it overflows.

◆ bDenyOverflowApplication

bool bDenyOverflowApplication

If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed.

◆ bExecutePeriodicEffectOnApplication

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.

◆ bRequireModifierSuccessToTriggerCues

bool bRequireModifierSuccessToTriggerCues

If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions).

◆ bSuppressStackingCues

bool bSuppressStackingCues

If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.

◆ ConditionalGameplayEffects

TArray<FConditionalGameplayEffect> ConditionalGameplayEffects

◆ DurationMagnitude

Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.

◆ DurationPolicy

Policy for the duration of this effect.

◆ Executions

Array of executions that will affect the target of this effect.

◆ GameplayCues

TArray<FGameplayEffectCue> GameplayCues

Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc.

◆ GEComponents

These Gameplay Effect Components define how this Gameplay Effect behaves when applied.

◆ GrantedAbilities

TArray<FGameplayAbilitySpecDef> GrantedAbilities

◆ GrantedApplicationImmunityQuery

FGameplayEffectQuery GrantedApplicationImmunityQuery

◆ GrantedApplicationImmunityTags

FGameplayTagRequirements GrantedApplicationImmunityTags

◆ InheritableBlockedAbilityTagsContainer

FInheritedTagContainer InheritableBlockedAbilityTagsContainer

◆ InheritableGameplayEffectTags

FInheritedTagContainer InheritableGameplayEffectTags

◆ InheritableOwnedTagsContainer

FInheritedTagContainer InheritableOwnedTagsContainer

◆ Modifiers

Array of modifiers that will affect the target of this effect.

◆ OngoingTagRequirements

FGameplayTagRequirements OngoingTagRequirements

◆ OverflowEffects

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.

◆ Period

Period in seconds. 0.0 for non-periodic effects.

◆ PeriodicInhibitionPolicy

How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails.

◆ PrematureExpirationEffectClasses

TArray<TSubclassOf<UGameplayEffect> > PrematureExpirationEffectClasses

◆ RemovalTagRequirements

FGameplayTagRequirements RemovalTagRequirements

◆ RemoveGameplayEffectQuery

FGameplayEffectQuery RemoveGameplayEffectQuery

◆ RemoveGameplayEffectsWithTags

FInheritedTagContainer RemoveGameplayEffectsWithTags

◆ RoutineExpirationEffectClasses

TArray<TSubclassOf<UGameplayEffect> > RoutineExpirationEffectClasses

◆ StackDurationRefreshPolicy

EGameplayEffectStackingDurationPolicy StackDurationRefreshPolicy

Policy for how the effect duration should be refreshed while stacking.

◆ StackExpirationPolicy

Policy for how to handle duration expiring on this gameplay effect.

◆ StackingType

How this GameplayEffect stacks with other instances of this same GameplayEffect.

◆ StackLimitCount

int StackLimitCount

Stack limit for StackingType.

◆ StackPeriodResetPolicy

EGameplayEffectStackingPeriodPolicy StackPeriodResetPolicy

Policy for how the effect period should be reset (or not) while stacking.

◆ UIData