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

Gameplay Effect Component (aka GEComponent). More...

Static Public Member Functions

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

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
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

Detailed Description

Gameplay Effect Component (aka GEComponent).

GEComponents are what define how a GameplayEffect behaves. Introduced in UE 5.3, there are very few calls from UGameplayEffect to UGameplayEffectComponent by design. Instead of providing a larger API for all desired functionality, the implementer of a GEComponent must read the GE flow carefully and register desired callbacks to achieve the desired results. This effectively limits the implementation of GEComponents to native code for the time being.

GEComponents live Within a GameplayEffect (which is typically a data-only blueprint asset). Thus, like GEs, only one GEComponent exists for all applied instances. One of the unintuitive caveats of this is that GEComponent should not contain any runtime manipulated/instanced data (e.g. stored state per execution). One must take careful consideration about where to store any data (and thus when it can be evaluated). The early implementations typically work around this by storing small amounts of runtime data on the desired callbacks (e.g. by binding extra parameters on the delegate). This may explain why some functionality is still in UGameplayEffect rather than a UGameplayEffectComponent. Future implementations may need extra data stored on the FGameplayEffectSpec (i.e. Gameplay Effect Spec Components).

@see GameplayEffect.h for further notes, especially on the terminology used (Added vs. Executed vs. Apply).

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static