G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
AbilitySystem Namespace Reference

Functions

Ability
void SendGameplayEventToActor (AActor Actor, FGameplayTag EventTag, FGameplayEventData Payload)
 This function can be used to trigger an ability on the actor in question with useful payload data.
UAbilitySystemComponent GetAbilitySystemComponent (AActor Actor)
 Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component search.
Ability|Attribute
bool IsValid (FGameplayAttribute Attribute)
 Returns true if the attribute actually exists.
bool NotEqual_GameplayAttributeGameplayAttribute (FGameplayAttribute AttributeA, FGameplayAttribute AttributeB)
 Simple inequality operator for gameplay attributes.
bool EqualEqual_GameplayAttributeGameplayAttribute (FGameplayAttribute AttributeA, FGameplayAttribute AttributeB)
 Simple equality operator for gameplay attributes.
float32 EvaluateAttributeValueWithTagsAndBase (UAbilitySystemComponent AbilitySystem, FGameplayAttribute Attribute, FGameplayTagContainer SourceTags, FGameplayTagContainer TargetTags, float32 BaseValue, bool &bSuccess)
 Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. bSuccess indicates the success or failure of this operation.
float32 EvaluateAttributeValueWithTags (UAbilitySystemComponent AbilitySystem, FGameplayAttribute Attribute, FGameplayTagContainer SourceTags, FGameplayTagContainer TargetTags, bool &bSuccess)
 Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. bSuccess indicates the success or failure of this operation.
float32 GetFloatAttributeFromAbilitySystemComponent (const UAbilitySystemComponent AbilitySystem, FGameplayAttribute Attribute, bool &bSuccessfullyFoundAttribute)
 Returns the value of Attribute from the ability system component AbilitySystem.
float32 GetFloatAttributeBaseFromAbilitySystemComponent (const UAbilitySystemComponent AbilitySystemComponent, FGameplayAttribute Attribute, bool &bSuccessfullyFoundAttribute)
 Returns the base value of Attribute from the ability system component AbilitySystemComponent.
float32 GetFloatAttributeBase (const AActor Actor, FGameplayAttribute Attribute, bool &bSuccessfullyFoundAttribute)
 Returns the base value of Attribute from the ability system component belonging to Actor.
FString GetDebugStringFromGameplayAttribute (FGameplayAttribute Attribute)
 Returns FString representation of a gameplay attribute's set class and name, in the form of AttrSetName.AttrName (or just AttrName if not part of a set).
float32 GetFloatAttribute (const AActor Actor, FGameplayAttribute Attribute, bool &bSuccessfullyFoundAttribute)
 Returns the value of Attribute from the ability system component belonging to Actor.
Ability|EffectContext
bool EffectContextIsValid (FGameplayEffectContextHandle EffectContext)
 Returns true if this context has ever been initialized.
bool EffectContextHasHitResult (FGameplayEffectContextHandle EffectContext)
 Returns true if there is a valid hit result inside the effect context.
UObject EffectContextGetSourceObject (FGameplayEffectContextHandle EffectContext)
 Gets the source object of the effect.
bool EffectContextIsInstigatorLocallyControlled (FGameplayEffectContextHandle EffectContext)
 Returns true if the ability system component that instigated this is locally controlled.
void EffectContextSetOrigin (FGameplayEffectContextHandle EffectContext, FVector Origin)
 Sets the location the effect originated from.
void EffectContextAddHitResult (FGameplayEffectContextHandle EffectContext, FHitResult HitResult, bool bReset)
 Adds a hit result to the effect context.
AActor EffectContextGetEffectCauser (FGameplayEffectContextHandle EffectContext)
 Gets the physical actor that caused the effect, possibly a projectile or weapon.
FHitResult EffectContextGetHitResult (FGameplayEffectContextHandle EffectContext)
 Extracts a hit result from the effect context if it is set.
AActor EffectContextGetInstigatorActor (FGameplayEffectContextHandle EffectContext)
 Gets the instigating actor (that holds the ability system component) of the EffectContext.
FVector EffectContextGetOrigin (FGameplayEffectContextHandle EffectContext)
 Gets the location the effect originated from.
AActor EffectContextGetOriginalInstigatorActor (FGameplayEffectContextHandle EffectContext)
 Gets the original instigator actor that started the chain of events to cause this effect.
Ability|GameplayAbility
const UGameplayAbility GetGameplayAbilityFromSpecHandle (UAbilitySystemComponent AbilitySystem, FGameplayAbilitySpecHandle AbilitySpecHandle, bool &bIsInstance)
 Provides the Gameplay Ability object associated with an Ability Spec Handle This can be either an instanced ability, or in the case of shared abilities, the Class Default Object.
Ability|GameplayCue
void BreakGameplayCueParameters (FGameplayCueParameters Parameters, float32 &NormalizedMagnitude, float32 &RawMagnitude, FGameplayEffectContextHandle &EffectContext, FGameplayTag &MatchedTagName, FGameplayTag &OriginalTag, FGameplayTagContainer &AggregatedSourceTags, FGameplayTagContainer &AggregatedTargetTags, FVector &Location, FVector &Normal, AActor &Instigator, AActor &EffectCauser, UObject &SourceObject, UPhysicalMaterial &PhysicalMaterial, int &GameplayEffectLevel, int &AbilityLevel, USceneComponent &TargetAttachComponent, bool &bReplicateLocationWhenUsingMinimalRepProxy)
 Native break, to avoid having to deal with quantized vector types.
bool IsInstigatorLocallyControlledPlayer (FGameplayCueParameters Parameters)
 Returns true if the ability system component that spawned this cue is locally controlled and a player.
bool DoesGameplayCueMeetTagRequirements (FGameplayCueParameters Parameters, FGameplayTagRequirements SourceTagReqs, FGameplayTagRequirements TargetTagReqs)
 Returns true if the aggregated source and target tags from the effect spec meets the tag requirements.
bool IsInstigatorLocallyControlled (FGameplayCueParameters Parameters)
 Returns true if the ability system component that spawned this cue is locally controlled.
bool HasHitResult (FGameplayCueParameters Parameters)
 Checks if the effect context has a hit reslt stored inside.
FVector GetOrigin (FGameplayCueParameters Parameters)
 Gets instigating world location.
FTransform GetInstigatorTransform (FGameplayCueParameters Parameters)
 Gets instigating world location.
FHitResult GetHitResult (FGameplayCueParameters Parameters)
 Returns a hit result stored in the effect context if valid.
int GetActorCount (FGameplayCueParameters Parameters)
 Returns number of actors stored in the Effect Context used by this cue.
bool GetGameplayCueEndLocationAndNormal (AActor TargetActor, FGameplayCueParameters Parameters, FVector &Location, FVector &Normal)
 Gets the best end location and normal for this gameplay cue. If there is hit result data, it will return this. Otherwise it will return the target actor's location/rotation. If none of this is available, it will return false.
bool GetGameplayCueDirection (AActor TargetActor, FGameplayCueParameters Parameters, FVector &Direction)
 Gets the best normalized effect direction for this gameplay cue. This is useful for effects that require the direction of an enemy attack. Returns true if a valid direction could be calculated.
FGameplayCueParameters MakeGameplayCueParameters (float32 NormalizedMagnitude, float32 RawMagnitude, FGameplayEffectContextHandle EffectContext, FGameplayTag MatchedTagName, FGameplayTag OriginalTag, FGameplayTagContainer AggregatedSourceTags, FGameplayTagContainer AggregatedTargetTags, FVector Location, FVector Normal, AActor Instigator, AActor EffectCauser, UObject SourceObject, UPhysicalMaterial PhysicalMaterial, int GameplayEffectLevel, int AbilityLevel, USceneComponent TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy)
 Native make, to avoid having to deal with quantized vector types.
AActor GetInstigatorActor (FGameplayCueParameters Parameters)
 Gets the instigating actor (that holds the ability system component) of the GameplayCue.
AActor GetActorByIndex (FGameplayCueParameters Parameters, int Index)
 Returns actor stored in the Effect Context used by this cue.
Ability|GameplayEffect
int GetActiveGameplayEffectStackCount (FActiveGameplayEffectHandle ActiveHandle)
 Returns current stack count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.
int GetActiveGameplayEffectStackLimitCount (FActiveGameplayEffectHandle ActiveHandle)
 Returns stack limit count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.
FGameplayEffectSpecHandle AddAssetTag (FGameplayEffectSpecHandle SpecHandle, FGameplayTag NewGameplayTag)
 Adds NewGameplayTag to this instance of the effect.
bool AddLooseGameplayTags (AActor Actor, FGameplayTagContainer GameplayTags, bool bShouldReplicate=false)
 Manually adds a set of tags to a given actor, and optionally replicates them.
float32 GetActiveGameplayEffectTotalDuration (FActiveGameplayEffectHandle ActiveHandle)
 Returns the total duration for a given GameplayEffect.
FString GetActiveGameplayEffectDebugString (FActiveGameplayEffectHandle ActiveHandle)
 Returns a debug string for display.
FGameplayEffectSpecHandle AddAssetTags (FGameplayEffectSpecHandle SpecHandle, FGameplayTagContainer NewGameplayTags)
 Adds NewGameplayTags to this instance of the effect.
FGameplayEffectSpecHandle AddGrantedTags (FGameplayEffectSpecHandle SpecHandle, FGameplayTagContainer NewGameplayTags)
 This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to.
FGameplayEffectSpecHandle SetStackCountToMax (FGameplayEffectSpecHandle SpecHandle)
 Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition.
float32 GetActiveGameplayEffectExpectedEndTime (FActiveGameplayEffectHandle ActiveHandle)
 Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!).
FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude (FGameplayEffectSpecHandle SpecHandle, FGameplayTag DataTag, float32 Magnitude)
 Sets a gameplay tag Set By Caller magnitude value.
FGameplayEffectContextHandle GetEffectContext (FGameplayEffectSpecHandle SpecHandle)
 Gets the GameplayEffectSpec's effect context handle.
FGameplayEffectSpecHandle AssignSetByCallerMagnitude (FGameplayEffectSpecHandle SpecHandle, FName DataName, float32 Magnitude)
 Sets a raw name Set By Caller magnitude value, the tag version should normally be used.
bool EqualEqual_ActiveGameplayEffectHandle (FActiveGameplayEffectHandle A, FActiveGameplayEffectHandle B)
 Equality operator for two Active Gameplay Effect Handles.
FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec (FGameplayEffectSpecHandle SpecHandle, FGameplayEffectSpecHandle LinkedGameplayEffectSpec)
FGameplayEffectSpecHandle AddLinkedGameplayEffect (FGameplayEffectSpecHandle SpecHandle, TSubclassOf< UGameplayEffect > LinkedGameplayEffect)
bool EqualEqual_GameplayAbilitySpecHandle (FGameplayAbilitySpecHandle A, FGameplayAbilitySpecHandle B)
 Equality operator for two Gameplay Ability Spec Handles.
float32 GetActiveGameplayEffectRemainingDuration (FActiveGameplayEffectHandle ActiveHandle)
 Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time.
FGameplayEffectSpecHandle AddGrantedTag (FGameplayEffectSpecHandle SpecHandle, FGameplayTag NewGameplayTag)
 This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to.
TArray< FGameplayEffectSpecHandle > GetAllLinkedGameplayEffectSpecHandles (FGameplayEffectSpecHandle SpecHandle)
const FGameplayTagContainer & GetGameplayEffectAssetTags (TSubclassOf< UGameplayEffect > EffectClass)
 Returns all tags that the Gameplay Effect has (that denote the GE Asset itself) and does not grant to any Actor.
const UGameplayEffect GetGameplayEffectFromActiveEffectHandle (FActiveGameplayEffectHandle ActiveHandle)
 Returns the Gameplay Effect CDO from an active handle. This reference should be considered read only, but you can use it to read additional Gameplay Effect info, such as icon, description, etc.
const FGameplayTagContainer & GetGameplayEffectGrantedTags (TSubclassOf< UGameplayEffect > EffectClass)
 Returns all tags that the Gameplay Effect grants to the target Actor.
const UGameplayEffectUIData GetGameplayEffectUIData (TSubclassOf< UGameplayEffect > EffectClass, TSubclassOf< UGameplayEffectUIData > DataType)
 Returns the UI data for a gameplay effect class (if any).
float32 GetActiveGameplayEffectStartTime (FActiveGameplayEffectHandle ActiveHandle)
 Returns the start time (time which the GE was added) for a given GameplayEffect.
bool NotEqual_ActiveGameplayEffectHandle (FActiveGameplayEffectHandle A, FActiveGameplayEffectHandle B)
 Inequality operator for two Active Gameplay Effect Handles.
FGameplayEffectSpecHandle SetDuration (FGameplayEffectSpecHandle SpecHandle, float32 Duration)
 Manually sets the duration on a specific effect.
FGameplayEffectSpecHandle SetStackCount (FGameplayEffectSpecHandle SpecHandle, int StackCount)
 Sets the GameplayEffectSpec's StackCount to the specified amount (prior to applying).
float32 GetModifiedAttributeMagnitude (FGameplayEffectSpecHandle SpecHandle, FGameplayAttribute Attribute)
 Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.
bool NotEqual_GameplayAbilitySpecHandle (FGameplayAbilitySpecHandle A, FGameplayAbilitySpecHandle B)
 Inequality operator for two Gameplay Ability Spec Handles.
bool RemoveLooseGameplayTags (AActor Actor, FGameplayTagContainer GameplayTags, bool bShouldReplicate=false)
 Manually removes a set of tags from a given actor, with optional replication.
Ability|TargetData
FVector GetTargetDataEndPoint (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns the end point for a given index if it exists.
FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations (FGameplayAbilityTargetingLocationInfo SourceLocation, FGameplayAbilityTargetingLocationInfo TargetLocation)
 Creates a target data with a source and destination location.
FTransform GetTargetDataEndPointTransform (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns the end point transform for a given index if it exists.
FGameplayAbilityTargetDataHandle AppendTargetDataHandle (FGameplayAbilityTargetDataHandle TargetHandle, FGameplayAbilityTargetDataHandle HandleToAdd)
 Copies targets from HandleToAdd to TargetHandle.
int GetDataCountFromTargetData (FGameplayAbilityTargetDataHandle TargetData)
 Returns number of target data objects, not necessarily number of distinct targets.
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor (AActor Actor)
 Creates single actor target data.
FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult (FHitResult HitResult)
 Creates a target data with a single hit result.
TArray< AActor > GetAllActorsFromTargetData (FGameplayAbilityTargetDataHandle TargetData)
 Returns all actors targeted.
FTransform GetTargetDataOrigin (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns the origin for a given index if it exists.
FGameplayAbilityTargetDataHandle FilterTargetData (FGameplayAbilityTargetDataHandle TargetDataHandle, FGameplayTargetDataFilterHandle ActorFilterClass)
 Create a new target data handle with filtration performed on the data.
FHitResult GetHitResultFromTargetData (FGameplayAbilityTargetDataHandle HitResult, int Index)
 Returns the hit result for a given index if it exists.
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray (TArray< AActor > ActorArray, bool OneTargetPerHandle)
 Creates actor array target data.
bool DoesTargetDataContainActor (FGameplayAbilityTargetDataHandle TargetData, int Index, AActor Actor)
 Returns true if the given TargetData has the actor passed in targeted.
TArray< AActor > GetActorsFromTargetData (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns all actors targeted, for a given index.
bool TargetDataHasEndPoint (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns true if the target data has an end point.
bool TargetDataHasHitResult (FGameplayAbilityTargetDataHandle HitResult, int Index)
 Returns true if the target data has a hit result.
bool TargetDataHasActor (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns true if the given TargetData has at least 1 actor targeted.
bool TargetDataHasOrigin (FGameplayAbilityTargetDataHandle TargetData, int Index)
 Returns true if the target data has an origin.
Filter
FGameplayTargetDataFilterHandle MakeFilterHandle (FGameplayTargetDataFilter Filter, AActor FilterActor)
 Create a handle for filtering target data, filling out all fields.
Spec
FGameplayEffectSpecHandle CloneSpecHandle (AActor InNewInstigator, AActor InEffectCauser, FGameplayEffectSpecHandle GameplayEffectSpecHandle_Clone)
 Create a spec handle, cloning another.
FGameplayEffectSpecHandle MakeSpecHandle (UGameplayEffect InGameplayEffect, AActor InInstigator, AActor InEffectCauser, float32 InLevel=1.000000)
 Create a spec handle, filling out all fields.

Function Documentation

◆ AbilityTargetDataFromActor()

FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor ( AActor Actor)

Creates single actor target data.

◆ AbilityTargetDataFromActorArray()

FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray ( TArray< AActor > ActorArray,
bool OneTargetPerHandle )

Creates actor array target data.

◆ AbilityTargetDataFromHitResult()

FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult ( FHitResult HitResult)

Creates a target data with a single hit result.

◆ AbilityTargetDataFromLocations()

FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations ( FGameplayAbilityTargetingLocationInfo SourceLocation,
FGameplayAbilityTargetingLocationInfo TargetLocation )

Creates a target data with a source and destination location.

◆ AddAssetTag()

FGameplayEffectSpecHandle AddAssetTag ( FGameplayEffectSpecHandle SpecHandle,
FGameplayTag NewGameplayTag )

Adds NewGameplayTag to this instance of the effect.

◆ AddAssetTags()

FGameplayEffectSpecHandle AddAssetTags ( FGameplayEffectSpecHandle SpecHandle,
FGameplayTagContainer NewGameplayTags )

Adds NewGameplayTags to this instance of the effect.

◆ AddGrantedTag()

FGameplayEffectSpecHandle AddGrantedTag ( FGameplayEffectSpecHandle SpecHandle,
FGameplayTag NewGameplayTag )

This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to.

◆ AddGrantedTags()

FGameplayEffectSpecHandle AddGrantedTags ( FGameplayEffectSpecHandle SpecHandle,
FGameplayTagContainer NewGameplayTags )

This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to.

◆ AddLinkedGameplayEffect()

FGameplayEffectSpecHandle AddLinkedGameplayEffect ( FGameplayEffectSpecHandle SpecHandle,
TSubclassOf< UGameplayEffect > LinkedGameplayEffect )

◆ AddLinkedGameplayEffectSpec()

FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec ( FGameplayEffectSpecHandle SpecHandle,
FGameplayEffectSpecHandle LinkedGameplayEffectSpec )

◆ AddLooseGameplayTags()

bool AddLooseGameplayTags ( AActor Actor,
FGameplayTagContainer GameplayTags,
bool bShouldReplicate = false )

Manually adds a set of tags to a given actor, and optionally replicates them.

◆ AppendTargetDataHandle()

Copies targets from HandleToAdd to TargetHandle.

◆ AssignSetByCallerMagnitude()

FGameplayEffectSpecHandle AssignSetByCallerMagnitude ( FGameplayEffectSpecHandle SpecHandle,
FName DataName,
float32 Magnitude )

Sets a raw name Set By Caller magnitude value, the tag version should normally be used.

◆ AssignTagSetByCallerMagnitude()

FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude ( FGameplayEffectSpecHandle SpecHandle,
FGameplayTag DataTag,
float32 Magnitude )

Sets a gameplay tag Set By Caller magnitude value.

◆ BreakGameplayCueParameters()

void BreakGameplayCueParameters ( FGameplayCueParameters Parameters,
float32 & NormalizedMagnitude,
float32 & RawMagnitude,
FGameplayEffectContextHandle & EffectContext,
FGameplayTag & MatchedTagName,
FGameplayTag & OriginalTag,
FGameplayTagContainer & AggregatedSourceTags,
FGameplayTagContainer & AggregatedTargetTags,
FVector & Location,
FVector & Normal,
AActor & Instigator,
AActor & EffectCauser,
UObject & SourceObject,
UPhysicalMaterial & PhysicalMaterial,
int & GameplayEffectLevel,
int & AbilityLevel,
USceneComponent & TargetAttachComponent,
bool & bReplicateLocationWhenUsingMinimalRepProxy )

Native break, to avoid having to deal with quantized vector types.

◆ CloneSpecHandle()

FGameplayEffectSpecHandle CloneSpecHandle ( AActor InNewInstigator,
AActor InEffectCauser,
FGameplayEffectSpecHandle GameplayEffectSpecHandle_Clone )

Create a spec handle, cloning another.

◆ DoesGameplayCueMeetTagRequirements()

bool DoesGameplayCueMeetTagRequirements ( FGameplayCueParameters Parameters,
FGameplayTagRequirements SourceTagReqs,
FGameplayTagRequirements TargetTagReqs )

Returns true if the aggregated source and target tags from the effect spec meets the tag requirements.

◆ DoesTargetDataContainActor()

bool DoesTargetDataContainActor ( FGameplayAbilityTargetDataHandle TargetData,
int Index,
AActor Actor )

Returns true if the given TargetData has the actor passed in targeted.

◆ EffectContextAddHitResult()

void EffectContextAddHitResult ( FGameplayEffectContextHandle EffectContext,
FHitResult HitResult,
bool bReset )

Adds a hit result to the effect context.

◆ EffectContextGetEffectCauser()

AActor EffectContextGetEffectCauser ( FGameplayEffectContextHandle EffectContext)

Gets the physical actor that caused the effect, possibly a projectile or weapon.

◆ EffectContextGetHitResult()

FHitResult EffectContextGetHitResult ( FGameplayEffectContextHandle EffectContext)

Extracts a hit result from the effect context if it is set.

◆ EffectContextGetInstigatorActor()

AActor EffectContextGetInstigatorActor ( FGameplayEffectContextHandle EffectContext)

Gets the instigating actor (that holds the ability system component) of the EffectContext.

◆ EffectContextGetOrigin()

FVector EffectContextGetOrigin ( FGameplayEffectContextHandle EffectContext)

Gets the location the effect originated from.

◆ EffectContextGetOriginalInstigatorActor()

AActor EffectContextGetOriginalInstigatorActor ( FGameplayEffectContextHandle EffectContext)

Gets the original instigator actor that started the chain of events to cause this effect.

◆ EffectContextGetSourceObject()

UObject EffectContextGetSourceObject ( FGameplayEffectContextHandle EffectContext)

Gets the source object of the effect.

◆ EffectContextHasHitResult()

bool EffectContextHasHitResult ( FGameplayEffectContextHandle EffectContext)

Returns true if there is a valid hit result inside the effect context.

◆ EffectContextIsInstigatorLocallyControlled()

bool EffectContextIsInstigatorLocallyControlled ( FGameplayEffectContextHandle EffectContext)

Returns true if the ability system component that instigated this is locally controlled.

◆ EffectContextIsValid()

bool EffectContextIsValid ( FGameplayEffectContextHandle EffectContext)

Returns true if this context has ever been initialized.

◆ EffectContextSetOrigin()

void EffectContextSetOrigin ( FGameplayEffectContextHandle EffectContext,
FVector Origin )

Sets the location the effect originated from.

◆ EqualEqual_ActiveGameplayEffectHandle()

bool EqualEqual_ActiveGameplayEffectHandle ( FActiveGameplayEffectHandle A,
FActiveGameplayEffectHandle B )

Equality operator for two Active Gameplay Effect Handles.

◆ EqualEqual_GameplayAbilitySpecHandle()

bool EqualEqual_GameplayAbilitySpecHandle ( FGameplayAbilitySpecHandle A,
FGameplayAbilitySpecHandle B )

Equality operator for two Gameplay Ability Spec Handles.

◆ EqualEqual_GameplayAttributeGameplayAttribute()

bool EqualEqual_GameplayAttributeGameplayAttribute ( FGameplayAttribute AttributeA,
FGameplayAttribute AttributeB )

Simple equality operator for gameplay attributes.

◆ EvaluateAttributeValueWithTags()

float32 EvaluateAttributeValueWithTags ( UAbilitySystemComponent AbilitySystem,
FGameplayAttribute Attribute,
FGameplayTagContainer SourceTags,
FGameplayTagContainer TargetTags,
bool & bSuccess )

Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. bSuccess indicates the success or failure of this operation.

◆ EvaluateAttributeValueWithTagsAndBase()

float32 EvaluateAttributeValueWithTagsAndBase ( UAbilitySystemComponent AbilitySystem,
FGameplayAttribute Attribute,
FGameplayTagContainer SourceTags,
FGameplayTagContainer TargetTags,
float32 BaseValue,
bool & bSuccess )

Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. bSuccess indicates the success or failure of this operation.

◆ FilterTargetData()

Create a new target data handle with filtration performed on the data.

◆ GetAbilitySystemComponent()

UAbilitySystemComponent GetAbilitySystemComponent ( AActor Actor)

Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component search.

◆ GetActiveGameplayEffectDebugString()

FString GetActiveGameplayEffectDebugString ( FActiveGameplayEffectHandle ActiveHandle)

Returns a debug string for display.

◆ GetActiveGameplayEffectExpectedEndTime()

float32 GetActiveGameplayEffectExpectedEndTime ( FActiveGameplayEffectHandle ActiveHandle)

Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!).

◆ GetActiveGameplayEffectRemainingDuration()

float32 GetActiveGameplayEffectRemainingDuration ( FActiveGameplayEffectHandle ActiveHandle)

Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time.

◆ GetActiveGameplayEffectStackCount()

int GetActiveGameplayEffectStackCount ( FActiveGameplayEffectHandle ActiveHandle)

Returns current stack count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

◆ GetActiveGameplayEffectStackLimitCount()

int GetActiveGameplayEffectStackLimitCount ( FActiveGameplayEffectHandle ActiveHandle)

Returns stack limit count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

◆ GetActiveGameplayEffectStartTime()

float32 GetActiveGameplayEffectStartTime ( FActiveGameplayEffectHandle ActiveHandle)

Returns the start time (time which the GE was added) for a given GameplayEffect.

◆ GetActiveGameplayEffectTotalDuration()

float32 GetActiveGameplayEffectTotalDuration ( FActiveGameplayEffectHandle ActiveHandle)

Returns the total duration for a given GameplayEffect.

◆ GetActorByIndex()

AActor GetActorByIndex ( FGameplayCueParameters Parameters,
int Index )

Returns actor stored in the Effect Context used by this cue.

◆ GetActorCount()

int GetActorCount ( FGameplayCueParameters Parameters)

Returns number of actors stored in the Effect Context used by this cue.

◆ GetActorsFromTargetData()

TArray< AActor > GetActorsFromTargetData ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns all actors targeted, for a given index.

◆ GetAllActorsFromTargetData()

TArray< AActor > GetAllActorsFromTargetData ( FGameplayAbilityTargetDataHandle TargetData)

Returns all actors targeted.

◆ GetAllLinkedGameplayEffectSpecHandles()

TArray< FGameplayEffectSpecHandle > GetAllLinkedGameplayEffectSpecHandles ( FGameplayEffectSpecHandle SpecHandle)

◆ GetDataCountFromTargetData()

int GetDataCountFromTargetData ( FGameplayAbilityTargetDataHandle TargetData)

Returns number of target data objects, not necessarily number of distinct targets.

◆ GetDebugStringFromGameplayAttribute()

FString GetDebugStringFromGameplayAttribute ( FGameplayAttribute Attribute)

Returns FString representation of a gameplay attribute's set class and name, in the form of AttrSetName.AttrName (or just AttrName if not part of a set).

◆ GetEffectContext()

Gets the GameplayEffectSpec's effect context handle.

◆ GetFloatAttribute()

float32 GetFloatAttribute ( const AActor Actor,
FGameplayAttribute Attribute,
bool & bSuccessfullyFoundAttribute )

Returns the value of Attribute from the ability system component belonging to Actor.

◆ GetFloatAttributeBase()

float32 GetFloatAttributeBase ( const AActor Actor,
FGameplayAttribute Attribute,
bool & bSuccessfullyFoundAttribute )

Returns the base value of Attribute from the ability system component belonging to Actor.

◆ GetFloatAttributeBaseFromAbilitySystemComponent()

float32 GetFloatAttributeBaseFromAbilitySystemComponent ( const UAbilitySystemComponent AbilitySystemComponent,
FGameplayAttribute Attribute,
bool & bSuccessfullyFoundAttribute )

Returns the base value of Attribute from the ability system component AbilitySystemComponent.

◆ GetFloatAttributeFromAbilitySystemComponent()

float32 GetFloatAttributeFromAbilitySystemComponent ( const UAbilitySystemComponent AbilitySystem,
FGameplayAttribute Attribute,
bool & bSuccessfullyFoundAttribute )

Returns the value of Attribute from the ability system component AbilitySystem.

◆ GetGameplayAbilityFromSpecHandle()

const UGameplayAbility GetGameplayAbilityFromSpecHandle ( UAbilitySystemComponent AbilitySystem,
FGameplayAbilitySpecHandle AbilitySpecHandle,
bool & bIsInstance )

Provides the Gameplay Ability object associated with an Ability Spec Handle This can be either an instanced ability, or in the case of shared abilities, the Class Default Object.

Parameters
bIsInstanceSet to true if this is an instanced ability instead of a shared CDO
Returns
Pointer to the Gameplay Ability object

◆ GetGameplayCueDirection()

bool GetGameplayCueDirection ( AActor TargetActor,
FGameplayCueParameters Parameters,
FVector & Direction )

Gets the best normalized effect direction for this gameplay cue. This is useful for effects that require the direction of an enemy attack. Returns true if a valid direction could be calculated.

◆ GetGameplayCueEndLocationAndNormal()

bool GetGameplayCueEndLocationAndNormal ( AActor TargetActor,
FGameplayCueParameters Parameters,
FVector & Location,
FVector & Normal )

Gets the best end location and normal for this gameplay cue. If there is hit result data, it will return this. Otherwise it will return the target actor's location/rotation. If none of this is available, it will return false.

◆ GetGameplayEffectAssetTags()

const FGameplayTagContainer & GetGameplayEffectAssetTags ( TSubclassOf< UGameplayEffect > EffectClass)

Returns all tags that the Gameplay Effect has (that denote the GE Asset itself) and does not grant to any Actor.

◆ GetGameplayEffectFromActiveEffectHandle()

const UGameplayEffect GetGameplayEffectFromActiveEffectHandle ( FActiveGameplayEffectHandle ActiveHandle)

Returns the Gameplay Effect CDO from an active handle. This reference should be considered read only, but you can use it to read additional Gameplay Effect info, such as icon, description, etc.

◆ GetGameplayEffectGrantedTags()

const FGameplayTagContainer & GetGameplayEffectGrantedTags ( TSubclassOf< UGameplayEffect > EffectClass)

Returns all tags that the Gameplay Effect grants to the target Actor.

◆ GetGameplayEffectUIData()

const UGameplayEffectUIData GetGameplayEffectUIData ( TSubclassOf< UGameplayEffect > EffectClass,
TSubclassOf< UGameplayEffectUIData > DataType )

Returns the UI data for a gameplay effect class (if any).

◆ GetHitResult()

FHitResult GetHitResult ( FGameplayCueParameters Parameters)

Returns a hit result stored in the effect context if valid.

◆ GetHitResultFromTargetData()

FHitResult GetHitResultFromTargetData ( FGameplayAbilityTargetDataHandle HitResult,
int Index )

Returns the hit result for a given index if it exists.

◆ GetInstigatorActor()

AActor GetInstigatorActor ( FGameplayCueParameters Parameters)

Gets the instigating actor (that holds the ability system component) of the GameplayCue.

◆ GetInstigatorTransform()

FTransform GetInstigatorTransform ( FGameplayCueParameters Parameters)

Gets instigating world location.

◆ GetModifiedAttributeMagnitude()

float32 GetModifiedAttributeMagnitude ( FGameplayEffectSpecHandle SpecHandle,
FGameplayAttribute Attribute )

Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.

◆ GetOrigin()

FVector GetOrigin ( FGameplayCueParameters Parameters)

Gets instigating world location.

◆ GetTargetDataEndPoint()

FVector GetTargetDataEndPoint ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns the end point for a given index if it exists.

◆ GetTargetDataEndPointTransform()

FTransform GetTargetDataEndPointTransform ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns the end point transform for a given index if it exists.

◆ GetTargetDataOrigin()

FTransform GetTargetDataOrigin ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns the origin for a given index if it exists.

◆ HasHitResult()

bool HasHitResult ( FGameplayCueParameters Parameters)

Checks if the effect context has a hit reslt stored inside.

◆ IsInstigatorLocallyControlled()

bool IsInstigatorLocallyControlled ( FGameplayCueParameters Parameters)

Returns true if the ability system component that spawned this cue is locally controlled.

◆ IsInstigatorLocallyControlledPlayer()

bool IsInstigatorLocallyControlledPlayer ( FGameplayCueParameters Parameters)

Returns true if the ability system component that spawned this cue is locally controlled and a player.

◆ IsValid()

bool IsValid ( FGameplayAttribute Attribute)

Returns true if the attribute actually exists.

◆ MakeFilterHandle()

FGameplayTargetDataFilterHandle MakeFilterHandle ( FGameplayTargetDataFilter Filter,
AActor FilterActor )

Create a handle for filtering target data, filling out all fields.

◆ MakeGameplayCueParameters()

FGameplayCueParameters MakeGameplayCueParameters ( float32 NormalizedMagnitude,
float32 RawMagnitude,
FGameplayEffectContextHandle EffectContext,
FGameplayTag MatchedTagName,
FGameplayTag OriginalTag,
FGameplayTagContainer AggregatedSourceTags,
FGameplayTagContainer AggregatedTargetTags,
FVector Location,
FVector Normal,
AActor Instigator,
AActor EffectCauser,
UObject SourceObject,
UPhysicalMaterial PhysicalMaterial,
int GameplayEffectLevel,
int AbilityLevel,
USceneComponent TargetAttachComponent,
bool bReplicateLocationWhenUsingMinimalRepProxy )

Native make, to avoid having to deal with quantized vector types.

◆ MakeSpecHandle()

FGameplayEffectSpecHandle MakeSpecHandle ( UGameplayEffect InGameplayEffect,
AActor InInstigator,
AActor InEffectCauser,
float32 InLevel = 1.000000 )

Create a spec handle, filling out all fields.

◆ NotEqual_ActiveGameplayEffectHandle()

bool NotEqual_ActiveGameplayEffectHandle ( FActiveGameplayEffectHandle A,
FActiveGameplayEffectHandle B )

Inequality operator for two Active Gameplay Effect Handles.

◆ NotEqual_GameplayAbilitySpecHandle()

bool NotEqual_GameplayAbilitySpecHandle ( FGameplayAbilitySpecHandle A,
FGameplayAbilitySpecHandle B )

Inequality operator for two Gameplay Ability Spec Handles.

◆ NotEqual_GameplayAttributeGameplayAttribute()

bool NotEqual_GameplayAttributeGameplayAttribute ( FGameplayAttribute AttributeA,
FGameplayAttribute AttributeB )

Simple inequality operator for gameplay attributes.

◆ RemoveLooseGameplayTags()

bool RemoveLooseGameplayTags ( AActor Actor,
FGameplayTagContainer GameplayTags,
bool bShouldReplicate = false )

Manually removes a set of tags from a given actor, with optional replication.

◆ SendGameplayEventToActor()

void SendGameplayEventToActor ( AActor Actor,
FGameplayTag EventTag,
FGameplayEventData Payload )

This function can be used to trigger an ability on the actor in question with useful payload data.

◆ SetDuration()

FGameplayEffectSpecHandle SetDuration ( FGameplayEffectSpecHandle SpecHandle,
float32 Duration )

Manually sets the duration on a specific effect.

◆ SetStackCount()

FGameplayEffectSpecHandle SetStackCount ( FGameplayEffectSpecHandle SpecHandle,
int StackCount )

Sets the GameplayEffectSpec's StackCount to the specified amount (prior to applying).

◆ SetStackCountToMax()

FGameplayEffectSpecHandle SetStackCountToMax ( FGameplayEffectSpecHandle SpecHandle)

Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition.

◆ TargetDataHasActor()

bool TargetDataHasActor ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns true if the given TargetData has at least 1 actor targeted.

◆ TargetDataHasEndPoint()

bool TargetDataHasEndPoint ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns true if the target data has an end point.

◆ TargetDataHasHitResult()

bool TargetDataHasHitResult ( FGameplayAbilityTargetDataHandle HitResult,
int Index )

Returns true if the target data has a hit result.

◆ TargetDataHasOrigin()

bool TargetDataHasOrigin ( FGameplayAbilityTargetDataHandle TargetData,
int Index )

Returns true if the target data has an origin.