|
| 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...
|
| struct | FAttributeMetaData |
| | 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 |