G1R AngelScript
Scripting reference for the Gothic 1 Remake
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GameplayAbilities

Namespaces

namespace  AbilitySystem
namespace  GameplayCue

Classes

class  AAbilitySystemDebugHUD
class  AAbilitySystemTestPawn
class  AGameplayAbilityTargetActor
 TargetActors are spawned to assist with ability targeting. They are spawned by ability tasks and create/determine the outgoing targeting data passed from one task to another. More...
class  AGameplayAbilityTargetActor_ActorPlacement
class  AGameplayAbilityTargetActor_GroundTrace
class  AGameplayAbilityTargetActor_Radius
 Selects everything within a given radius of the source actor. More...
class  AGameplayAbilityTargetActor_SingleLineTrace
class  AGameplayAbilityTargetActor_Trace
 Intermediate base class for all line-trace type targeting actors. More...
class  AGameplayAbilityWorldReticle
 Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these. More...
class  AGameplayAbilityWorldReticle_ActorVisualization
 This is a dummy reticle for internal use by visualization placement tasks. It builds a custom visual model of the visualization being placed. More...
class  AGameplayCueNotify_Actor
 An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary. More...
class  AGameplayCueNotify_BurstLatent
 AGameplayCueNotify_BurstLatent. More...
class  AGameplayCueNotify_Looping
 AGameplayCueNotify_Looping. More...
class  FAbilityAbilityKey__AbilitySystemComponent
class  FAbilityConfirmOrCancel__AbilitySystemComponent
struct  FAbilityEndedData
 Ability Ended Data. More...
class  FAbilityStateDelegate
struct  FAbilityTriggerData
 Structure that defines how an ability will be triggered by external events. More...
struct  FActiveGameplayCue
struct  FActiveGameplayCueContainer
struct  FActiveGameplayEffect
 Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks. More...
struct  FActiveGameplayEffectHandle
 This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server. More...
class  FActiveGameplayEffectQueryCustomMatch_Dynamic
class  FApplyRootMotionConstantForceDelegate
class  FApplyRootMotionJumpForceDelegate
class  FApplyRootMotionMoveToActorForceDelegate
class  FApplyRootMotionMoveToForceDelegate
class  FApplyRootMotionRadialForceDelegate
class  FAsyncWaitAttributeChangedDelegate__AbilityAsync_WaitAttributeChanged
class  FAsyncWaitGameplayTagCountDelegate__AbilityAsync_WaitGameplayTagCountChanged
class  FAsyncWaitGameplayTagDelegate__AbilityAsync_WaitGameplayTag
class  FAsyncWaitGameplayTagQueryDelegate
struct  FAttributeBasedFloat
 Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue. More...
struct  FAttributeDefaults
 Used to initialize default values for attributes. More...
 DataTable that allows us to define meta data about attributes. Still a work in progress. More...
struct  FConditionalGameplayEffect
 Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied. More...
struct  FCustomCalculationBasedFloat
 Structure to encapsulate magnitudes that are calculated via custom calculation. More...
class  FEventReceivedDelegate__AbilityAsync_WaitGameplayEvent
struct  FGameplayAbilityActivationInfo
 FGameplayAbilityActivationInfo. More...
struct  FGameplayAbilityActorInfo
 FGameplayAbilityActorInfo. More...
struct  FGameplayAbilityBindInfo
 Example struct that pairs a enum input command to a GameplayAbilityClass.6. More...
struct  FGameplayAbilitySpec
 An activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated. More...
struct  FGameplayAbilitySpecConfig
 Options on how to configure a GameplayAbilitySpec to grant an Actor. More...
struct  FGameplayAbilitySpecContainer
 Fast serializer wrapper for above struct. More...
struct  FGameplayAbilitySpecDef
 This is data that can be used to create an FGameplayAbilitySpec. Has some data that is only relevant when granted by a GameplayEffect. More...
struct  FGameplayAbilitySpecHandle
 Handle that points to a specific granted ability. These are globally unique. More...
struct  FGameplayAbilityTargetData_ActorArray
 Target data with a source location and a list of targeted actors, makes sense for AOE attacks. More...
struct  FGameplayAbilityTargetData_LocationInfo
 Target data with just a source and target location in space. More...
struct  FGameplayAbilityTargetData_SingleTargetHit
 Target data with a single hit result, data is packed into the hit result. More...
struct  FGameplayAbilityTargetDataHandle
 Handle for Targeting Data. This servers two main purposes: -Avoid us having to copy around the full targeting data structure in Blueprints -Allows us to leverage polymorphism in the target data structure -Allows us to implement NetSerialize and replicate by value between clients/server. More...
struct  FGameplayAbilityTargetingLocationInfo
 Structure that stores a location in one of several different formats. More...
struct  FGameplayAttribute
 Describes a FGameplayAttributeData or float property inside an attribute set. Using this provides editor UI and helper functions. More...
struct  FGameplayAttributeData
 Place in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute. It is strongly encouraged to use this instead of raw float attributes. More...
struct  FGameplayCueNotify_BurstEffects
 FGameplayCueNotify_BurstEffects. More...
struct  FGameplayCueNotify_CameraLensEffectInfo
 FGameplayCueNotify_CameraLensEffectInfo. More...
struct  FGameplayCueNotify_CameraShakeInfo
 FGameplayCueNotify_CameraShakeInfo. More...
struct  FGameplayCueNotify_DecalInfo
 FGameplayCueNotify_DecalInfo. More...
struct  FGameplayCueNotify_ForceFeedbackInfo
 FGameplayCueNotify_ForceFeedbackInfo. More...
struct  FGameplayCueNotify_InputDevicePropertyInfo
 FGameplayCueNotify_InputDevicePropertyInfo. More...
struct  FGameplayCueNotify_LoopingEffects
 FGameplayCueNotify_LoopingEffects. More...
struct  FGameplayCueNotify_ParticleInfo
 FGameplayCueNotify_ParticleInfo. More...
struct  FGameplayCueNotify_PlacementInfo
 FGameplayCueNotify_PlacementInfo. More...
struct  FGameplayCueNotify_SoundInfo
 FGameplayCueNotify_SoundInfo. More...
struct  FGameplayCueNotify_SoundParameterInterfaceInfo
 FGameplayCueNotify_SoundParameterInterfaceInfo. More...
struct  FGameplayCueNotify_SpawnCondition
 FGameplayCueNotify_SpawnCondition. More...
struct  FGameplayCueNotify_SpawnResult
 FGameplayCueNotify_SpawnResult. More...
struct  FGameplayCueNotifyData
struct  FGameplayCueParameters
 Metadata about a gameplay cue execution. More...
struct  FGameplayCueTag
 Wrapper struct around a gameplaytag with the GameplayCue category. This also allows for a details customization. More...
class  FGameplayEffectAppliedSelfDelegate
class  FGameplayEffectAppliedTargetDelegate
struct  FGameplayEffectAttributeCaptureDefinition
 Struct defining gameplay attribute capture options for gameplay effects. More...
class  FGameplayEffectBlockedDelegate
struct  FGameplayEffectContextHandle
 Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly. More...
struct  FGameplayEffectCue
 FGameplayEffectCue This is a cosmetic cue that can be tied to a UGameplayEffect. This is essentially a GameplayTag + a Min/Max level range that is used to map the level of a GameplayEffect to a normalized value used by the GameplayCue system. More...
struct  FGameplayEffectCustomExecutionOutput
 Struct representing the output of a custom gameplay effect execution. More...
struct  FGameplayEffectCustomExecutionParameters
 Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution. More...
struct  FGameplayEffectExecutionDefinition
 Struct representing the definition of a custom execution for a gameplay effect. Custom executions run special logic from an outside class each time the gameplay effect executes. More...
struct  FGameplayEffectExecutionScopedModifierInfo
 Struct representing modifier info used exclusively for "scoped" executions that happen instantaneously. These are folded into a calculation only for the extent of the calculation and never permanently added to an aggregator. More...
struct  FGameplayEffectModifierMagnitude
 Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways. More...
struct  FGameplayEffectQuery
 Every set condition within this query must match in order for the query to match. i.e. individual query elements are ANDed together. More...
struct  FGameplayEffectRemovalInfo
 Data struct for containing information pertinent to GameplayEffects as they are removed. More...
struct  FGameplayEffectSpec
 GameplayEffect Specification. Tells us: -What UGameplayEffect (const data) -What Level -Who instigated. More...
struct  FGameplayEffectSpecHandle
 Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets. More...
struct  FGameplayEventData
 Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic. More...
struct  FGameplayModEvaluationChannelSettings
 Struct representing evaluation channel settings for a gameplay modifier. More...
struct  FGameplayModifierEvaluatedData
 Data that describes what happened in an attribute modification. This is passed to ability set callbacks. More...
struct  FGameplayModifierInfo
 FGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly. More...
struct  FGameplayTagBlueprintPropertyMap
 Struct used to manage gameplay tag blueprint property mappings. It registers the properties with delegates on an ability system component. This struct can not be used in containers (such as TArray) since it uses a raw pointer to bind the delegate and it's address could change causing an invalid binding. More...
struct  FGameplayTagBlueprintPropertyMapping
 Struct used to update a blueprint property with a gameplay tag count. The property is automatically updated as the gameplay tag count changes. It only supports boolean, integer, and float properties. More...
struct  FGameplayTagReponsePair
struct  FGameplayTagRequirements
 Encapsulate require and ignore tags. More...
struct  FGameplayTagResponseTableEntry
struct  FGameplayTargetDataFilter
 Simple actor target filter, games can subclass this. More...
struct  FGameplayTargetDataFilterHandle
 Polymorphic handle to filter structure that handles checking if actors should be targeted. More...
struct  FInheritedTagContainer
 Structure that is used to combine tags from parent and child blueprints in a safe way. More...
class  FInputPressDelegate
class  FInputReleaseDelegate
class  FMontageWaitSimpleDelegate
class  FMovementModeChangedDelegate
class  FMoveToLocationDelegate
class  FMovieSceneGameplayCueEvent
struct  FMovieSceneGameplayCueKey
class  FNetworkSyncDelegate
class  FOnAppliedDelegate__AbilityAsync_WaitGameplayEffectApplied
class  FPlayAnimWaitSimpleDelegate
class  FRepeatedActionDelegate
struct  FScalableFloat
 Generic numerical value in the form Value * Curve[Level]. More...
struct  FSetByCallerFloat
 Struct for holding SetBytCaller data. More...
class  FSpawnActorDelegate
class  FVisualizeTargetingDelegate
class  FWaitAbilityActivateDelegate
class  FWaitAbilityCommitDelegate
class  FWaitAttributeChangeDelegate
class  FWaitAttributeChangeRatioThresholdDelegate
class  FWaitAttributeChangeThresholdDelegate
class  FWaitCancelDelegate
class  FWaitConfirmCancelDelegate
class  FWaitDelayDelegate
class  FWaitGameplayEffectRemovedDelegate
class  FWaitGameplayEffectStackChangeDelegate
class  FWaitGameplayEventDelegate
class  FWaitGameplayTagCountDelegate
class  FWaitGameplayTagDelegate
class  FWaitGameplayTagQueryDelegate
class  FWaitOverlapDelegate
class  FWaitTargetDataDelegate
class  FWaitVelocityChangeDelegate
struct  FWorldReticleParameters
class  UAbilitiesGameplayEffectComponent
 Grants additional Gameplay Abilities to the Target of a Gameplay Effect while active. More...
class  UAbilityAsync
 AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints. More...
class  UAbilityAsync_WaitAttributeChanged
class  UAbilityAsync_WaitGameplayEffectApplied
 This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects. More...
class  UAbilityAsync_WaitGameplayEvent
class  UAbilityAsync_WaitGameplayTag
class  UAbilityAsync_WaitGameplayTagAdded
class  UAbilityAsync_WaitGameplayTagCountChanged
class  UAbilityAsync_WaitGameplayTagQuery
 This class defines an async node to wait on a gameplay tag query. More...
class  UAbilityAsync_WaitGameplayTagRemoved
class  UAbilitySystemBlueprintLibrary
 Blueprint library for ability system. Many of these functions are useful to call from native as well. More...
class  UAbilitySystemCheatManagerExtension
 Cheats related to GAS. More...
class  UAbilitySystemComponent
 The core ActorComponent for interfacing with the GameplayAbilities System. More...
class  UAbilitySystemDebugHUDExtension
 An extension for the Ability System debug HUD Extensions should be used for displaying information on screen for each Ability System Actor. More...
class  UAbilitySystemDebugHUDExtension_Attributes
 Ability System Debug HUD extension for drawing attributes of an actor. More...
class  UAbilitySystemDebugHUDExtension_BlockedAbilityTags
 Ability System Debug HUD extension for drawing all blocked ability tags on an actor. More...
class  UAbilitySystemDebugHUDExtension_Tags
 Ability System Debug HUD extension for drawing all owned tags by an actor. More...
class  UAbilitySystemGlobals
 Holds global data for the ability system. Can be configured per project via config file. More...
class  UAbilitySystemInterface
class  UAbilitySystemReplicationProxyInterface
class  UAbilitySystemTestAttributeSet
class  UAbilityTask
class  UAbilityTask_ApplyRootMotion_Base
 Base class for ability tasks that apply root motion. More...
class  UAbilityTask_ApplyRootMotionConstantForce
 Applies force to character's movement. More...
class  UAbilityTask_ApplyRootMotionJumpForce
 Applies force to character's movement. More...
class  UAbilityTask_ApplyRootMotionMoveToActorForce
 Applies force to character's movement. More...
class  UAbilityTask_ApplyRootMotionMoveToForce
 Applies force to character's movement. More...
class  UAbilityTask_ApplyRootMotionRadialForce
 Applies force to character's movement. More...
class  UAbilityTask_MoveToLocation
 Move to a location, ignoring clipping, over a given length of time. Ends when the TargetLocation is reached. This will RESET your character's current movement mode! If you wish to maintain PHYS_Flying or PHYS_Custom, you must reset it on completion.! More...
class  UAbilityTask_NetworkSyncPoint
 Task for providing a generic sync point for client server (one can wait for a signal from the other). More...
class  UAbilityTask_PlayAnimAndWait
class  UAbilityTask_PlayMontageAndWait
 Ability task to simply play a montage. Many games will want to make a modified version of this task that looks for game-specific events. More...
class  UAbilityTask_Repeat
 Repeat a task a certain number of times at a given interval. More...
class  UAbilityTask_SpawnActor
 Convenience task for spawning actors on the network authority. If not the net authority, we will not spawn and Success will not be called. The nice thing this adds is the ability to modify expose on spawn properties while also implicitly checking network role before spawning. More...
class  UAbilityTask_StartAbilityState
 An ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it's execution. More...
class  UAbilityTask_VisualizeTargeting
class  UAbilityTask_WaitAbilityActivate
 Waits for the actor to activate another ability. More...
class  UAbilityTask_WaitAbilityCommit
 Waits for the actor to activate another ability. More...
class  UAbilityTask_WaitAttributeChange
 Waits for the actor to activate another ability. More...
class  UAbilityTask_WaitAttributeChangeRatioThreshold
 Waits for the ratio between two attributes to match a threshold. More...
class  UAbilityTask_WaitAttributeChangeThreshold
 Waits for an attribute to match a threshold. More...
class  UAbilityTask_WaitCancel
class  UAbilityTask_WaitConfirm
class  UAbilityTask_WaitConfirmCancel
 Fixme: this name is conflicting with AbilityTask_WaitConfirm UAbilityTask_WaitConfirmCancel = Wait for Targeting confirm/cancel UAbilityTask_WaitConfirm = Wait for server to confirm ability activation. More...
class  UAbilityTask_WaitDelay
class  UAbilityTask_WaitGameplayEffectApplied
class  UAbilityTask_WaitGameplayEffectApplied_Self
class  UAbilityTask_WaitGameplayEffectApplied_Target
class  UAbilityTask_WaitGameplayEffectBlockedImmunity
class  UAbilityTask_WaitGameplayEffectRemoved
 Waits for the actor to activate another ability. More...
class  UAbilityTask_WaitGameplayEffectStackChange
 Waits for the actor to activate another ability. More...
class  UAbilityTask_WaitGameplayEvent
class  UAbilityTask_WaitGameplayTag
class  UAbilityTask_WaitGameplayTagAdded
class  UAbilityTask_WaitGameplayTagCountChanged
class  UAbilityTask_WaitGameplayTagQuery
 This class defines a node to wait on a gameplay tag query. More...
class  UAbilityTask_WaitGameplayTagRemoved
class  UAbilityTask_WaitInputPress
 Waits until the input is pressed from activating an ability. This should be true immediately upon starting the ability, since the key was pressed to activate it. We expect server to execute this task in parallel and keep its own time. We do not keep track of. More...
class  UAbilityTask_WaitInputRelease
 Waits until the input is released from activating an ability. Clients will replicate a 'release input' event to the server, but not the exact time it was held locally. We expect server to execute this task in parallel and keep its own time. More...
class  UAbilityTask_WaitMovementModeChange
class  UAbilityTask_WaitOverlap
 Fixme: this is still incomplete and probablyh not what most games want for melee systems. -Only actually activates on Blocking hits -Uses first PrimitiveComponent instead of being able to specify arbitrary component. More...
class  UAbilityTask_WaitTargetData
 Wait for targeting actor (spawned from parameter) to provide data. Can be set not to end upon outputting data. Can be ended by task name. More...
class  UAbilityTask_WaitVelocityChange
class  UAdditionalEffectsGameplayEffectComponent
 Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions). More...
class  UAnimNotify_GameplayCue
 UAnimNotify_GameplayCue. More...
class  UAnimNotify_GameplayCueState
 UAnimNotify_GameplayCueState. More...
class  UAssetTagsGameplayEffectComponent
 These are tags that the Gameplay Effect Asset itself 'has' (owns). These do not transfer to any Actors. More...
class  UAttributeSet
 Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes. More...
class  UBlockAbilityTagsGameplayEffectComponent
 Handles blocking the activation of Gameplay Abilities based on Gameplay Tags for the Target actor of the owner Gameplay Effect. More...
class  UChanceToApplyGameplayEffectComponent
 Applies a probablity to the application conditions of the Gameplay Effect. More...
class  UCustomCanApplyGameplayEffectComponent
 Handles configuration of a CustomApplicationRequirement function to see if this GameplayEffect should apply. More...
class  UGameplayAbility
 Abilities define custom gameplay logic that can be activated by players or external game logic. More...
class  UGameplayAbility_CharacterJump
 Ability that jumps with a character. More...
class  UGameplayAbility_Montage
 A gameplay ability that plays a single montage and applies a GameplayEffect. More...
class  UGameplayAbilityBlueprint
 A Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically. More...
class  UGameplayAbilitySet
 This is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command. Your project is free to implement this however it wants! More...
class  UGameplayCueFunctionLibrary
 UGameplayCueFunctionLibrary. More...
class  UGameplayCueInterface
class  UGameplayCueManager
 Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed. More...
class  UGameplayCueNotify_Burst
 UGameplayCueNotify_Burst. More...
class  UGameplayCueNotify_HitImpact
 Non instanced GameplayCueNotify for spawning particle and sound FX. Still WIP - needs to be fleshed out more. More...
class  UGameplayCueNotify_Static
 A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects. More...
class  UGameplayCueSet
 A set of gameplay cue actors to handle gameplay cue events. More...
class  UGameplayCueTranslator
 This is the base class for GameplayCue Translators. This is what games must extend from in order to add their own rules. These are not instantiated, and are basically just a holder for virtual functions that are called on the CDO. More...
class  UGameplayCueTranslator_Test
 This is an example translator class. More...
class  UGameplayEffect
 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...
class  UGameplayEffectCalculation
 Abstract base for specialized gameplay effect calculations; Capable of specifing attribute captures. More...
class  UGameplayEffectComponent
 Gameplay Effect Component (aka GEComponent). More...
class  UGameplayEffectCustomApplicationRequirement
 Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code. More...
class  UGameplayEffectExecutionCalculation
class  UGameplayEffectUIData
 UGameplayEffectUIData Base class to provide game-specific data about how to describe a Gameplay Effect in the UI. Subclass with data to use in your game. In Unreal Engine 5.3, this now derives from UGameplayEffectComponent so you can use it directly as a GameplayEffectComponent. More...
class  UGameplayEffectUIData_TextOnly
 UI data that contains only text. This is mostly used as an example of a subclass of UGameplayEffectUIData. If your game needs only text, this is a reasonable class to use. To include more data, make a custom subclass of UGameplayEffectUIData. More...
class  UGameplayModMagnitudeCalculation
 Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code. More...
class  UGameplayTagReponseTable
 A data driven table for applying gameplay effects based on tag count. This allows designers to map a "tag count" -> "response Gameplay Effect" relationship. More...
class  UImmunityGameplayEffectComponent
 Immunity is blocking the application of other GameplayEffectSpecs. This registers a global handler on the ASC to block the application of other GameplayEffectSpecs. More...
class  UMovieSceneGameplayCueSection
 Implements a movie scene section that triggers gameplay cues. More...
class  UMovieSceneGameplayCueTrack
 Implements a movie scene track that triggers gameplay cues. More...
class  UMovieSceneGameplayCueTriggerSection
 Implements a movie scene section that triggers gameplay cues. More...
class  URemoveOtherGameplayEffectComponent
 Remove other Gameplay Effects based on certain conditions. More...
class  UTargetTagRequirementsGameplayEffectComponent
 Specifies tag requirements that the Target (owner of the Gameplay Effect) must have if this GE should apply or continue to execute. More...
class  UTargetTagsGameplayEffectComponent
 Handles granting Tags to the Target (sometimes referred to as the Owner) of the Gameplay Effect. More...
class  UTickableAttributeSetInterface

Enumerations

enum  EAbilityGenericReplicatedEvent {
  GenericConfirm , GenericCancel , InputPressed , InputReleased ,
  GenericSignalFromClient , GenericSignalFromServer , GameCustom1 , GameCustom2 ,
  GameCustom3 , GameCustom4 , GameCustom5 , GameCustom6 ,
  MAX
}
enum  EAbilityTaskNetSyncType { BothWait , OnlyServerWait , OnlyClientWait , EAbilityTaskNetSyncType_MAX }
enum  EAbilityTaskWaitState { WaitingOnGame , WaitingOnUser , WaitingOnAvatar , EAbilityTaskWaitState_MAX }
enum  EAttributeBasedFloatCalculationType {
  AttributeMagnitude , AttributeBaseValue , AttributeBonusMagnitude , AttributeMagnitudeEvaluatedUpToChannel ,
  EAttributeBasedFloatCalculationType_MAX
}
enum  EGameplayAbilityActivationMode {
  Authority , NonAuthority , Predicting , Confirmed ,
  Rejected , EGameplayAbilityActivationMode_MAX
}
enum  EGameplayAbilityInputBinds {
  Ability1 , Ability2 , Ability3 , Ability4 ,
  Ability5 , Ability6 , Ability7 , Ability8 ,
  Ability9 , EGameplayAbilityInputBinds_MAX
}
enum  EGameplayAbilityInstancingPolicy { NonInstanced , InstancedPerActor , InstancedPerExecution , EGameplayAbilityInstancingPolicy_MAX }
enum  EGameplayAbilityNetExecutionPolicy {
  LocalPredicted , LocalOnly , ServerInitiated , ServerOnly ,
  EGameplayAbilityNetExecutionPolicy_MAX
}
enum  EGameplayAbilityNetSecurityPolicy {
  ClientOrServer , ServerOnlyExecution , ServerOnlyTermination , ServerOnly ,
  EGameplayAbilityNetSecurityPolicy_MAX
}
enum  EGameplayAbilityReplicationPolicy { ReplicateNo , ReplicateYes , EGameplayAbilityReplicationPolicy_MAX }
enum  EGameplayAbilityTargetingLocationType { LiteralTransform , ActorTransform , SocketTransform , EGameplayAbilityTargetingLocationType_MAX }
enum  EGameplayAbilityTriggerSource { GameplayEvent , OwnedTagAdded , OwnedTagPresent , EGameplayAbilityTriggerSource_MAX }
enum  EGameplayCueEvent {
  OnActive , WhileActive , Executed , Removed ,
  EGameplayCueEvent_MAX
}
enum  EGameplayCueNotify_AttachPolicy { DoNotAttach , AttachToTarget , EGameplayCueNotify_MAX }
enum  EGameplayCueNotify_EffectPlaySpace { WorldSpace , CameraSpace , EGameplayCueNotify_MAX }
enum  EGameplayCueNotify_LocallyControlledPolicy { Always , LocalOnly , NotLocal , EGameplayCueNotify_MAX }
enum  EGameplayCueNotify_LocallyControlledSource { InstigatorActor , TargetActor , EGameplayCueNotify_MAX }
enum  EGameplayCuePayloadType { CueParameters , FromSpec , EGameplayCuePayloadType_MAX }
enum  EGameplayEffectAttributeCaptureSource { Source , Target , EGameplayEffectAttributeCaptureSource_MAX }
enum  EGameplayEffectDurationType { Instant , Infinite , HasDuration , EGameplayEffectDurationType_MAX }
enum  EGameplayEffectGrantedAbilityRemovePolicy { CancelAbilityImmediately , RemoveAbilityOnEnd , DoNothing , EGameplayEffectGrantedAbilityRemovePolicy_MAX }
enum  EGameplayEffectMagnitudeCalculation {
  ScalableFloat , AttributeBased , CustomCalculationClass , SetByCaller ,
  EGameplayEffectMagnitudeCalculation_MAX
}
enum  EGameplayEffectPeriodInhibitionRemovedPolicy { NeverReset , ResetPeriod , ExecuteAndResetPeriod , EGameplayEffectPeriodInhibitionRemovedPolicy_MAX }
enum  EGameplayEffectReplicationMode { Minimal , Mixed , Full , EGameplayEffectReplicationMode_MAX }
enum  EGameplayEffectScopedModifierAggregatorType { CapturedAttributeBacked , Transient , EGameplayEffectScopedModifierAggregatorType_MAX }
enum  EGameplayEffectStackingDurationPolicy { RefreshOnSuccessfulApplication , NeverRefresh , EGameplayEffectStackingDurationPolicy_MAX }
enum  EGameplayEffectStackingExpirationPolicy { ClearEntireStack , RemoveSingleStackAndRefreshDuration , RefreshDuration , EGameplayEffectStackingExpirationPolicy_MAX }
enum  EGameplayEffectStackingPeriodPolicy { ResetOnSuccessfulApplication , NeverReset , EGameplayEffectStackingPeriodPolicy_MAX }
enum  EGameplayEffectStackingType { None , AggregateBySource , AggregateByTarget , EGameplayEffectStackingType_MAX }
enum  EGameplayEffectVersion {
  Monolithic , Modular53 , AbilitiesComponent53 , Current ,
  EGameplayEffectVersion_MAX
}
enum  EGameplayModEvaluationChannel {
  Channel0 , Channel1 , Channel2 , Channel3 ,
  Channel4 , Channel5 , Channel6 , Channel7 ,
  Channel8 , Channel9 , Channel_MAX , EGameplayModEvaluationChannel_MAX
}
enum  EGameplayModOp {
  Additive , Multiplicitive , Division , Override ,
  Max , EGameplayModOp_MAX
}
enum  EGameplayTagEventType { NewOrRemoved , AnyCountChange , EGameplayTagEventType_MAX }
enum  EGameplayTargetingConfirmation {
  Instant , UserConfirmed , Custom , CustomMulti ,
  EGameplayTargetingConfirmation_MAX
}
enum  ERepAnimPositionMethod { Position , CurrentSectionId , ERepAnimPositionMethod_MAX }
enum  ERootMotionMoveToActorTargetOffsetType { AlignFromTargetToSource , AlignToTargetForward , AlignToWorldSpace , ERootMotionMoveToActorTargetOffsetType_MAX }
enum  ETargetDataFilterSelf { TDFS_Any , TDFS_NoSelf , TDFS_NoOthers , TDFS_MAX }
enum  EWaitAttributeChangeComparison {
  None , GreaterThan , LessThan , GreaterThanOrEqualTo ,
  LessThanOrEqualTo , NotEqualTo , ExactlyEqualTo , MAX
}
enum  EWaitGameplayTagQueryTriggerCondition { WhenTrue , WhenFalse , EWaitGameplayTagQueryTriggerCondition_MAX }

Detailed Description

Enumeration Type Documentation

◆ EAbilityGenericReplicatedEvent

Enumerator
GenericConfirm 
GenericCancel 
InputPressed 
InputReleased 
GenericSignalFromClient 
GenericSignalFromServer 
GameCustom1 
GameCustom2 
GameCustom3 
GameCustom4 
GameCustom5 
GameCustom6 
MAX 

◆ EAbilityTaskNetSyncType

Enumerator
BothWait 
OnlyServerWait 
OnlyClientWait 
EAbilityTaskNetSyncType_MAX 

◆ EAbilityTaskWaitState

Enumerator
WaitingOnGame 
WaitingOnUser 
WaitingOnAvatar 
EAbilityTaskWaitState_MAX 

◆ EAttributeBasedFloatCalculationType

Enumerator
AttributeMagnitude 
AttributeBaseValue 
AttributeBonusMagnitude 
AttributeMagnitudeEvaluatedUpToChannel 
EAttributeBasedFloatCalculationType_MAX 

◆ EGameplayAbilityActivationMode

Enumerator
Authority 
NonAuthority 
Predicting 
Confirmed 
Rejected 
EGameplayAbilityActivationMode_MAX 

◆ EGameplayAbilityInputBinds

Enumerator
Ability1 
Ability2 
Ability3 
Ability4 
Ability5 
Ability6 
Ability7 
Ability8 
Ability9 
EGameplayAbilityInputBinds_MAX 

◆ EGameplayAbilityInstancingPolicy

Enumerator
NonInstanced 
InstancedPerActor 
InstancedPerExecution 
EGameplayAbilityInstancingPolicy_MAX 

◆ EGameplayAbilityNetExecutionPolicy

Enumerator
LocalPredicted 
LocalOnly 
ServerInitiated 
ServerOnly 
EGameplayAbilityNetExecutionPolicy_MAX 

◆ EGameplayAbilityNetSecurityPolicy

Enumerator
ClientOrServer 
ServerOnlyExecution 
ServerOnlyTermination 
ServerOnly 
EGameplayAbilityNetSecurityPolicy_MAX 

◆ EGameplayAbilityReplicationPolicy

Enumerator
ReplicateNo 
ReplicateYes 
EGameplayAbilityReplicationPolicy_MAX 

◆ EGameplayAbilityTargetingLocationType

Enumerator
LiteralTransform 
ActorTransform 
SocketTransform 
EGameplayAbilityTargetingLocationType_MAX 

◆ EGameplayAbilityTriggerSource

Enumerator
GameplayEvent 
OwnedTagAdded 
OwnedTagPresent 
EGameplayAbilityTriggerSource_MAX 

◆ EGameplayCueEvent

Enumerator
OnActive 
WhileActive 
Executed 
Removed 
EGameplayCueEvent_MAX 

◆ EGameplayCueNotify_AttachPolicy

Enumerator
DoNotAttach 
AttachToTarget 
EGameplayCueNotify_MAX 

◆ EGameplayCueNotify_EffectPlaySpace

Enumerator
WorldSpace 
CameraSpace 
EGameplayCueNotify_MAX 

◆ EGameplayCueNotify_LocallyControlledPolicy

Enumerator
Always 
LocalOnly 
NotLocal 
EGameplayCueNotify_MAX 

◆ EGameplayCueNotify_LocallyControlledSource

Enumerator
InstigatorActor 
TargetActor 
EGameplayCueNotify_MAX 

◆ EGameplayCuePayloadType

Enumerator
CueParameters 
FromSpec 
EGameplayCuePayloadType_MAX 

◆ EGameplayEffectAttributeCaptureSource

Enumerator
Source 
Target 
EGameplayEffectAttributeCaptureSource_MAX 

◆ EGameplayEffectDurationType

Enumerator
Instant 
Infinite 
HasDuration 
EGameplayEffectDurationType_MAX 

◆ EGameplayEffectGrantedAbilityRemovePolicy

Enumerator
CancelAbilityImmediately 
RemoveAbilityOnEnd 
DoNothing 
EGameplayEffectGrantedAbilityRemovePolicy_MAX 

◆ EGameplayEffectMagnitudeCalculation

Enumerator
ScalableFloat 
AttributeBased 
CustomCalculationClass 
SetByCaller 
EGameplayEffectMagnitudeCalculation_MAX 

◆ EGameplayEffectPeriodInhibitionRemovedPolicy

Enumerator
NeverReset 
ResetPeriod 
ExecuteAndResetPeriod 
EGameplayEffectPeriodInhibitionRemovedPolicy_MAX 

◆ EGameplayEffectReplicationMode

Enumerator
Minimal 
Mixed 
Full 
EGameplayEffectReplicationMode_MAX 

◆ EGameplayEffectScopedModifierAggregatorType

Enumerator
CapturedAttributeBacked 
Transient 
EGameplayEffectScopedModifierAggregatorType_MAX 

◆ EGameplayEffectStackingDurationPolicy

Enumerator
RefreshOnSuccessfulApplication 
NeverRefresh 
EGameplayEffectStackingDurationPolicy_MAX 

◆ EGameplayEffectStackingExpirationPolicy

Enumerator
ClearEntireStack 
RemoveSingleStackAndRefreshDuration 
RefreshDuration 
EGameplayEffectStackingExpirationPolicy_MAX 

◆ EGameplayEffectStackingPeriodPolicy

Enumerator
ResetOnSuccessfulApplication 
NeverReset 
EGameplayEffectStackingPeriodPolicy_MAX 

◆ EGameplayEffectStackingType

Enumerator
None 
AggregateBySource 
AggregateByTarget 
EGameplayEffectStackingType_MAX 

◆ EGameplayEffectVersion

Enumerator
Monolithic 
Modular53 
AbilitiesComponent53 
Current 
EGameplayEffectVersion_MAX 

◆ EGameplayModEvaluationChannel

Enumerator
Channel0 
Channel1 
Channel2 
Channel3 
Channel4 
Channel5 
Channel6 
Channel7 
Channel8 
Channel9 
Channel_MAX 
EGameplayModEvaluationChannel_MAX 

◆ EGameplayModOp

Enumerator
Additive 
Multiplicitive 
Division 
Override 
Max 
EGameplayModOp_MAX 

◆ EGameplayTagEventType

Enumerator
NewOrRemoved 
AnyCountChange 
EGameplayTagEventType_MAX 

◆ EGameplayTargetingConfirmation

Enumerator
Instant 
UserConfirmed 
Custom 
CustomMulti 
EGameplayTargetingConfirmation_MAX 

◆ ERepAnimPositionMethod

Enumerator
Position 
CurrentSectionId 
ERepAnimPositionMethod_MAX 

◆ ERootMotionMoveToActorTargetOffsetType

Enumerator
AlignFromTargetToSource 
AlignToTargetForward 
AlignToWorldSpace 
ERootMotionMoveToActorTargetOffsetType_MAX 

◆ ETargetDataFilterSelf

Enumerator
TDFS_Any 
TDFS_NoSelf 
TDFS_NoOthers 
TDFS_MAX 

◆ EWaitAttributeChangeComparison

Enumerator
None 
GreaterThan 
LessThan 
GreaterThanOrEqualTo 
LessThanOrEqualTo 
NotEqualTo 
ExactlyEqualTo 
MAX 

◆ EWaitGameplayTagQueryTriggerCondition

Enumerator
WhenTrue 
WhenFalse 
EWaitGameplayTagQueryTriggerCondition_MAX