|
| void | RemoveTag (FGameplayTag TagToRemove) |
| | @DE - This function does not maintain tag counter consistency, will set tag count to 0. Use RemoveLooseTag instead if you want manage tag counter
|
| void | AddLooseTags (FGameplayTagContainer GameplayTags, int Count=1) |
| void | AddTag (FGameplayTag NewTag) |
| | @DE - This function does not maintain tag counter consistency, will set tag count to 1. Use AddLooseTag instead if you want manage tag counter
|
| void | AbilityLocalInputRelease (EAbilityInputID inputID) |
| void | SendGameplayEvent (FGameplayTag EventTag) |
| bool | HasTagExact (FGameplayTag GameplayTag) const |
| void | Multicast_AddLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count) |
| void | Multicast_AddTag (FGameplayTag NewTag, bool Predicted) |
| void | Multicast_RemoveLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count) |
| void | Multicast_RemoveTag (FGameplayTag TagToRemove, bool Predicted) |
| void | RemoveLooseTag (FGameplayTag TagToRemove, int Count=1) |
| void | RemoveLooseTags (FGameplayTagContainer GameplayTags, int Count=1) |
| void | AddLooseTag (FGameplayTag NewTag, int Count=1) |
| void | SendScalarGameplayEffectServer (FGameplayAttribute Attribute, int Value) |
| void | Server_AddLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count) |
| void | Server_AddTag (FGameplayTag NewTag, bool Predicted) |
| void | Server_RemoveLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count) |
| void | Server_RemoveTag (FGameplayTag TagToRemove, bool Predicted) |
| void | ServerSetInputDoubleTap (FGameplayAbilitySpecHandle AbilityHandle) |
| void | SetPlayerPreset (UPlayerPreset Preset) |
| void | CancelAbility (TSubclassOf< UGameplayAbility > InAbilityClass) |
| void | CancelAbilityByHandle (FGameplayAbilitySpecHandle AbilityHandle) |
| FGameplayAbilitySpecHandle | GiveAbility (TSubclassOf< UGameplayAbility > InAbilityClass, int Level=1, int OptionalInputID=- 1, UObject OptionalSourceObject=nullptr) |
| | Ability functions.
|
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce (TSubclassOf< UGameplayAbility > InAbilityClass, int Level=1, int OptionalInputID=- 1, UObject OptionalSourceObject=nullptr) |
| bool | TryActivateAbilitySpec (FGameplayAbilitySpecHandle Handle, bool bAllowRemoteActivation=true) |
| void | SetRemoveAbilityOnEnd (FGameplayAbilitySpecHandle AbilitySpecHandle) |
| bool | CanActivateAbilityByClass (TSubclassOf< UGameplayAbility > InAbilityToActivate) const |
| | Check if ability of class can be activated.
|
| bool | CanActivateAbilityByTag (FGameplayTagContainer GameplayTagContainer) |
| bool | CanActivateAbilitySpec (FGameplayAbilitySpecHandle AbilitySpecHandle) const |
| | Check if ability can be activated.
|
| void | CancelAbilitiesByTags (FGameplayTagContainer WithTags, FGameplayTagContainer WithoutTags, UGameplayAbility Ignore=nullptr) |
| bool | ActivateAbilitiesUsingTags (FGameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation=true) |
| void | SetAbilitySpecSourceObject (FGameplayAbilitySpecHandle AbilitySpecHandle, UObject NewSourceObject) |
| void | FindStackableActiveGameplayEffect (FGameplayEffectSpecHandle SpecHandle, FActiveGameplayEffect &OutActiveGameplayEffect) |
| UObject | GetAbilitySpecSourceObject (FGameplayAbilitySpecHandle AbilitySpecHandle) |
| void | GetActiveAbilitiesWithTags (FGameplayTagContainer GameplayTagContainer, TArray< UGameplayAbility > &ActiveAbilities) const |
| bool | HasAbility (TSubclassOf< UGameplayAbility > InAbilityClass) const |
| bool | IsAbilityActive (TSubclassOf< UGameplayAbility > InAbilityClass) const |
| bool | HasActiveGameplayEffectByHandle (FActiveGameplayEffectHandle Handle) const |
| float32 | GetCooldownTimeRemaining (TSubclassOf< UGameplayAbility > InAbilityClass) const |
| void | BindInput (UInputComponent InputComponent, FAngelscriptInputBindData BindData) |
| void | RegisterAttributeChangedCallback (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, UObject CallbackObject, FName CallbackFunctionName_FAngelscriptAttributeChangedData) |
| | Use these to register callbacks to individual attributes. As the CallbackFunctionName_FAngelscriptAttributeChangedData parameter name suggests, the callback function should take a single FAngelscriptAttributeChangedData as its parameter to bind correctly.
|
| UAngelscriptAttributeSet | RegisterAttributeSet (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass) |
| | Adds the attribute set type to the actor that owns this component. Ensures that attribute sets are never added twice.
|
| void | RegisterCallbackForAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) |
| void | GetAndRegisterCallbackForAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutCurrentValue) |
| void | OnAttributeSetRegistered (UObject InObject, FName InFunctionName) |
| | This could be called multiple times if we register attribute sets late. This needs to be a function so we can handle late adds.
|
| void | GetAndRegisterAttributeChangedCallback (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, UObject CallbackObject, FName CallbackFunctionName_FAngelscriptAttributeChangedData, float32 &OutCurrentValue) |
| float32 | GetAttributeCurrentValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 DefaultValue=0.000000) const |
| | If attribute doesn't exist will return DefaultValue(which is by default 0.f).
|
| void | SetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 NewBaseValue) |
| | Requires the attribute to actually exist.
|
| void | InitAbilityActorInfo (AActor InOwnerActor, AActor InAvatarActor) |
| void | ModAttributeUnsafe (FGameplayAttribute GameplayAttribute, EGameplayModOp ModifierOp, float32 ModifierMagnitude) |
| | This function will apply an attribute change without invoking all the callbacks! Do not use unless you have to and know what you are doing! It can be useful for clamping attribute values to max values for example. For all other scenarios, use the SetAttribute set of functions!
|
| bool | TryGetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutBaseValue) const |
| bool | TrySetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 NewBaseValue) |
| | Use these functions when you are not sure if the attribute exists.
|
| float32 | GetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 DefaultValue=0.000000) const |
| | If attribute doesn't exist will return DefaultValue(which is by default 0.f).
|
| bool | TryGetAttributeCurrentValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutCurrentValue) const |
| float32 | GetAttributeCurrentValueChecked (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) const |
| float32 | GetAttributeBaseValueChecked (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) const |
| void | GetAllChildTags (FGameplayTag TagToCheck, TArray< FGameplayTag > &Container) const |
| bool | HasAllGameplayTags (FGameplayTagContainer TagContainer) const |
| | HasAllMatchingGameplayTags, but cannot have the same name so adding "Owned".
|
| bool | HasGameplayTag (FGameplayTag TagToCheck) const |
| | Tag functions.
|
| bool | HasAnyGameplayTags (FGameplayTagContainer TagContainer) const |
| | HasAnyMatchingGameplayTags, but cannot have the same name so adding "Owned".
|
| FGameplayAbilityActorInfo & | GetAbilityActorInfo () const |
| AActor | GetAvatar () const |
| APlayerController | GetPlayerController () const |
| void | RemoveGameplayCue (const FGameplayTag GameplayCueTag) |
| void | ExecuteGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext) |
| void | ExecuteGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| void | RemoveAllGameplayCues () |
| void | InitDefaultGameplayCueParameters (FGameplayCueParameters &Parameters) |
| void | AddGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| void | AddGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext) |
| void | AddLooseGameplayTag (FGameplayTag GameplayTag, int Count=1) |
| bool | AreAbilityTagsBlocked (FGameplayTagContainer Tags) const |
| void | AddReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags) |
| void | GetOwnedGameplayTags (FGameplayTagContainer &TagContainer) const |
| void | SetReplicatedLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount) |
| void | AddReplicatedLooseGameplayTag (FGameplayTag GameplayTag) |
| void | SetLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount) |
| void | AddLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1) |
| void | RemoveReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags) |
| void | RemoveReplicatedLooseGameplayTag (FGameplayTag GameplayTag) |
| void | RemoveLooseGameplayTag (FGameplayTag GameplayTag, int Count=1) |
| void | RemoveLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1) |
| void | GetAllAbilities (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles) const |
| | Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation.
|
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1) |
| | Grants a Gameplay Ability, activates it once, and removes it. This will be ignored if the actor is not authoritative.
|
| void | FindAllAbilitiesWithTags (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagContainer Tags, bool bExactMatch=true) const |
| | Returns an array with all abilities that match the provided tags.
|
| void | FindAllAbilitiesWithInputID (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, int InputID=0) const |
| | Returns an array with all abilities bound to an Input ID value.
|
| void | PressInputID (int InputID) |
| | Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities.
|
| void | ClearAllAbilities () |
| | Wipes all 'given' abilities. This will be ignored if the actor is not authoritative.
|
| void | ClearAbility (FGameplayAbilitySpecHandle Handle) |
| | Removes the specified ability. This will be ignored if the actor is not authoritative.
|
| void | InputConfirm () |
| | Sends a local player Input Confirm event, notifying abilities.
|
| void | InputCancel () |
| | Sends a local player Input Cancel event, notifying abilities.
|
| void | FindAllAbilitiesMatchingQuery (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagQuery Query) const |
| | Returns an array with all abilities that match the provided Gameplay Tag Query.
|
| FGameplayAbilitySpecHandle | GiveAbility (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1) |
| | Grants a Gameplay Ability and returns its handle. This will be ignored if the actor is not authoritative.
|
| void | ClearAllAbilitiesWithInputID (int InputID=0) |
| | Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative.
|
| void | ReleaseInputID (int InputID) |
| | Sends a local player Input Released event with the provided Input ID, notifying any bound abilities.
|
| void | GetAllAttributes (TArray< FGameplayAttribute > &OutAttributes) |
| | Returns a list of all attributes for this abilty system component.
|
| const UAttributeSet | GetAttributeSet (TSubclassOf< UAttributeSet > AttributeSetClass) const |
| | Returns a reference to the Attribute Set instance, if one exists in this component.
|
| float32 | GetGameplayAttributeValue (FGameplayAttribute Attribute, bool &bFound) const |
| | Returns the current value of the given gameplay attribute, or zero if the attribute is not found. NOTE: This doesn't take predicted gameplay effect modifiers into consideration, so the value may not be accurate on clients at all times.
|
| int | GetGameplayTagCount (FGameplayTag GameplayTag) const |
| | Returns the current count of the given gameplay tag. This includes both loose tags, and tags granted by gameplay effects and abilities. This function can be called on the client, but it may not display the most current count on the server.
|
| bool | IsGameplayCueActive (const FGameplayTag GameplayCueTag) const |
| | Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GameplayCue is active (Animation Blueprint for example).
|
| void | SetActiveGameplayEffectLevelUsingQuery (FGameplayEffectQuery Query, int NewLevel) |
| | Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
|
| void | UpdateActiveGameplayEffectSetByCallerMagnitudes (FActiveGameplayEffectHandle ActiveHandle, TMap< FGameplayTag, float32 > NewSetByCallerValues) |
| | Dynamically update multiple set-by-caller magnitudes for an active gameplay effect.
|
| TArray< FActiveGameplayEffectHandle > | GetActiveEffectsWithAllTags (FGameplayTagContainer Tags) const |
| | Returns list of active effects that have all of the passed in tags.
|
| int | RemoveActiveEffectsWithGrantedTags (FGameplayTagContainer Tags) |
| | Removes all active effects that grant any of the tags in Tags.
|
| void | SetActiveGameplayEffectLevel (FActiveGameplayEffectHandle ActiveHandle, int NewLevel) |
| | Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
|
| FActiveGameplayEffectHandle | ApplyGameplayEffectToSelf (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle EffectContext) |
| | Apply a gameplay effect to self.
|
| void | RemoveActiveGameplayEffectBySourceEffect (TSubclassOf< UGameplayEffect > GameplayEffect, UAbilitySystemComponent InstigatorAbilitySystemComponent, int StacksToRemove=- 1) |
| | Remove active gameplay effects whose backing definition are the specified gameplay effect class.
|
| int | GetGameplayEffectCount (TSubclassOf< UGameplayEffect > SourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const |
| | Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
|
| bool | RemoveActiveGameplayEffect (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1) |
| | Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks.
|
| FActiveGameplayEffectHandle | ApplyGameplayEffectToTarget (TSubclassOf< UGameplayEffect > GameplayEffectClass, UAbilitySystemComponent Target, float32 Level, FGameplayEffectContextHandle Context) |
| | Apply a gameplay effect to passed in target.
|
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToSelf (FGameplayEffectSpecHandle SpecHandle) |
| | Applies a previously created gameplay effect spec to this component.
|
| int | GetGameplayEffectCount_IfLoaded (TSoftClassPtr< UGameplayEffect > SoftSourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const |
| | Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
|
| float32 | GetGameplayEffectMagnitude (FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute) const |
| | Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be).
|
| int | RemoveActiveEffectsWithTags (FGameplayTagContainer Tags) |
| | Removes all active effects that contain any of the tags in Tags.
|
| int | RemoveActiveEffectsWithAppliedTags (FGameplayTagContainer Tags) |
| | Removes all active effects that apply any of the tags in Tags.
|
| int | RemoveActiveEffectsWithSourceTags (FGameplayTagContainer Tags) |
| | Removes all active effects with captured source tags that contain any of the tags in Tags.
|
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToTarget (FGameplayEffectSpecHandle SpecHandle, UAbilitySystemComponent Target) |
| | Applies a previously created gameplay effect spec to a target.
|
| void | UpdateActiveGameplayEffectSetByCallerMagnitude (FActiveGameplayEffectHandle ActiveHandle, FGameplayTag SetByCallerTag, float32 NewValue) |
| | Dynamically update the set-by-caller magnitude for an active gameplay effect.
|
| FGameplayEffectSpecHandle | MakeOutgoingSpec (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle Context) const |
| | Get an outgoing GameplayEffectSpec that is ready to be applied to other things.
|
| TArray< FActiveGameplayEffectHandle > | GetActiveEffects (FGameplayEffectQuery Query) const |
| | Returns list of active effects, for a query.
|
| FGameplayEffectContextHandle | MakeEffectContext () const |
| | Create an EffectContext for the owner of this AbilitySystemComponent.
|
| void | ClientActivateAbilityFailed (FGameplayAbilitySpecHandle AbilityToActivate, int16 PredictionKey) |
| void | RemoveAllSpawnedAttributes () |
| FGameplayAbilitySpecHandle | GiveAbility (FGameplayAbilitySpec Spec) |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce (FGameplayAbilitySpec &Spec) |
| void | ClientTryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate) |
| void | ClientPrintDebug_Response (TArray< FString > Strings, int GameFlags) |
| void | ClientEndAbility (FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ClientCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ServerCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo) |
| void | ServerCurrentMontageJumpToSectionName (UAnimSequenceBase ClientAnimation, FName SectionName) |
| | RPC function called from CurrentMontageJumpToSection, replicates to other clients.
|
| void | ServerCurrentMontageSetNextSectionName (UAnimSequenceBase ClientAnimation, float32 ClientPosition, FName SectionName, FName NextSectionName) |
| | RPC function called from CurrentMontageSetNextSectionName, replicates to other clients.
|
| void | ServerCurrentMontageSetPlayRate (UAnimSequenceBase ClientAnimation, float32 InPlayRate) |
| | RPC function called from CurrentMontageSetPlayRate, replicates to other clients.
|
| void | ServerPrintDebug_Request () |
| | Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response.
|
| void | ServerPrintDebug_RequestWithStrings (TArray< FString > Strings) |
| | Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays.
|
| void | ServerSetInputPressed (FGameplayAbilitySpecHandle AbilityHandle) |
| | Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events).
|
| void | ServerSetInputReleased (FGameplayAbilitySpecHandle AbilityHandle) |
| void | RemoveSpawnedAttribute (UAttributeSet Attribute) |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnceWithEventData (FGameplayAbilitySpec &Spec, FGameplayEventData EventData) |
| const TArray< UAttributeSet > & | GetSpawnedAttributes () const |
| bool | FindAbilitySpecFromInputID (int InputID, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromHandle (const FGameplayAbilitySpecHandle Handle, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromGEHandle (const FActiveGameplayEffectHandle Handle, FGameplayAbilitySpec &OutSpec) |
| bool | FindAbilitySpecFromClass (const TSubclassOf< UGameplayAbility > InAbilityClass, FGameplayAbilitySpec &OutSpec) |
| void | AddSpawnedAttribute (UAttributeSet Attribute) |
| void | MarkAbilitySpecDirty (FGameplayAbilitySpec &Spec, bool bWasAddOrRemove=false) |
| void | SendGameplayEvent (const FGameplayTag EventTag, FGameplayEventData Payload) |
| FGameplayTag | FindMatchingOwnedTag (FGameplayTag Tag) const |
| | Given a tag, returns the first matching owned tag that is actually on the component.
|
| FGameplayTagContainer | FindMatchingOwnedTags (FGameplayTag Tag) const |
| | Given a tag, returns all matching owned tags that are actually on the component.
|
| void | TargetCancel () |
| | Any active targeting actors will be stopped and canceled, not returning any targeting data.
|
| void | TargetConfirm () |
| | Any active targeting actors will be told to stop and return current targeting data.
|
| bool | GetUserAbilityActivationInhibited () const |
| | This is meant to be used to inhibit activating an ability from an input perspective. (E.g., the menu is pulled up, another game mechanism is consuming all input, etc) This should only be called on locally owned players. This should not be used to game mechanics like silences or disables. Those should be done through gameplay effects.
|
| void | SetUserAbilityActivationInhibited (bool NewInhibit) |
| | Disable or Enable a local user from being able to activate abilities. This should only be used for input/UI etc related inhibition. Do not use for game mechanics.
|
| bool | TryActivateAbilitiesByTag (FGameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation=true) |
| | Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). Returns true if anything attempts to activate. Can activate more than one ability and the ability may fail later. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate abilities.
|
| bool | TryActivateAbilityByClass (TSubclassOf< UGameplayAbility > InAbilityToActivate, bool bAllowRemoteActivation=true) |
| | Attempts to activate the ability that is passed in. This will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
|
| bool | TryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation=true) |
| | Attempts to activate the given ability, will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
|
| void | InitStats (TSubclassOf< UAttributeSet > Attributes, const UDataTable DataTable) |
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| 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 |