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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor | ( | AActor | Actor | ) |
Creates single actor target data.
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray | ( | TArray< AActor > | ActorArray, |
| bool | OneTargetPerHandle ) |
Creates actor array target data.
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult | ( | FHitResult | HitResult | ) |
Creates a target data with a single hit result.
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations | ( | FGameplayAbilityTargetingLocationInfo | SourceLocation, |
| FGameplayAbilityTargetingLocationInfo | TargetLocation ) |
Creates a target data with a source and destination location.
| FGameplayEffectSpecHandle AddAssetTag | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayTag | NewGameplayTag ) |
Adds NewGameplayTag to this instance of the effect.
| FGameplayEffectSpecHandle AddAssetTags | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayTagContainer | NewGameplayTags ) |
Adds NewGameplayTags to this instance of the effect.
| FGameplayEffectSpecHandle AddGrantedTag | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayTag | NewGameplayTag ) |
This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to.
| 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 AddLinkedGameplayEffect | ( | FGameplayEffectSpecHandle | SpecHandle, |
| TSubclassOf< UGameplayEffect > | LinkedGameplayEffect ) |
| FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayEffectSpecHandle | LinkedGameplayEffectSpec ) |
| bool AddLooseGameplayTags | ( | AActor | Actor, |
| FGameplayTagContainer | GameplayTags, | ||
| bool | bShouldReplicate = false ) |
Manually adds a set of tags to a given actor, and optionally replicates them.
| FGameplayAbilityTargetDataHandle AppendTargetDataHandle | ( | FGameplayAbilityTargetDataHandle | TargetHandle, |
| FGameplayAbilityTargetDataHandle | HandleToAdd ) |
Copies targets from HandleToAdd to TargetHandle.
| FGameplayEffectSpecHandle AssignSetByCallerMagnitude | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FName | DataName, | ||
| float32 | Magnitude ) |
Sets a raw name Set By Caller magnitude value, the tag version should normally be used.
| FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayTag | DataTag, | ||
| float32 | Magnitude ) |
Sets a gameplay tag Set By Caller magnitude value.
| 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.
| FGameplayEffectSpecHandle CloneSpecHandle | ( | AActor | InNewInstigator, |
| AActor | InEffectCauser, | ||
| FGameplayEffectSpecHandle | GameplayEffectSpecHandle_Clone ) |
Create a spec handle, cloning another.
| 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 DoesTargetDataContainActor | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index, | ||
| AActor | Actor ) |
Returns true if the given TargetData has the actor passed in targeted.
| 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.
| UObject EffectContextGetSourceObject | ( | FGameplayEffectContextHandle | EffectContext | ) |
Gets the source object of the effect.
| bool EffectContextHasHitResult | ( | FGameplayEffectContextHandle | EffectContext | ) |
Returns true if there is a valid hit result inside the effect context.
| bool EffectContextIsInstigatorLocallyControlled | ( | FGameplayEffectContextHandle | EffectContext | ) |
Returns true if the ability system component that instigated this is locally controlled.
| bool EffectContextIsValid | ( | FGameplayEffectContextHandle | EffectContext | ) |
Returns true if this context has ever been initialized.
| void EffectContextSetOrigin | ( | FGameplayEffectContextHandle | EffectContext, |
| FVector | Origin ) |
Sets the location the effect originated from.
| bool EqualEqual_ActiveGameplayEffectHandle | ( | FActiveGameplayEffectHandle | A, |
| FActiveGameplayEffectHandle | B ) |
Equality operator for two Active Gameplay Effect Handles.
| bool EqualEqual_GameplayAbilitySpecHandle | ( | FGameplayAbilitySpecHandle | A, |
| FGameplayAbilitySpecHandle | B ) |
Equality operator for two Gameplay Ability Spec Handles.
| bool EqualEqual_GameplayAttributeGameplayAttribute | ( | FGameplayAttribute | AttributeA, |
| FGameplayAttribute | AttributeB ) |
Simple equality operator for gameplay attributes.
| 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 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.
| FGameplayAbilityTargetDataHandle FilterTargetData | ( | FGameplayAbilityTargetDataHandle | TargetDataHandle, |
| FGameplayTargetDataFilterHandle | ActorFilterClass ) |
Create a new target data handle with filtration performed on the 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.
| FString GetActiveGameplayEffectDebugString | ( | FActiveGameplayEffectHandle | ActiveHandle | ) |
Returns a debug string for display.
| 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!).
| float32 GetActiveGameplayEffectRemainingDuration | ( | FActiveGameplayEffectHandle | ActiveHandle | ) |
Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time.
| 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.
| float32 GetActiveGameplayEffectStartTime | ( | FActiveGameplayEffectHandle | ActiveHandle | ) |
Returns the start time (time which the GE was added) for a given GameplayEffect.
| float32 GetActiveGameplayEffectTotalDuration | ( | FActiveGameplayEffectHandle | ActiveHandle | ) |
Returns the total duration for a given GameplayEffect.
| AActor GetActorByIndex | ( | FGameplayCueParameters | Parameters, |
| int | Index ) |
Returns actor stored in the Effect Context used by this cue.
| int GetActorCount | ( | FGameplayCueParameters | Parameters | ) |
Returns number of actors stored in the Effect Context used by this cue.
| TArray< AActor > GetActorsFromTargetData | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns all actors targeted, for a given index.
| TArray< AActor > GetAllActorsFromTargetData | ( | FGameplayAbilityTargetDataHandle | TargetData | ) |
Returns all actors targeted.
| TArray< FGameplayEffectSpecHandle > GetAllLinkedGameplayEffectSpecHandles | ( | FGameplayEffectSpecHandle | SpecHandle | ) |
| int GetDataCountFromTargetData | ( | FGameplayAbilityTargetDataHandle | TargetData | ) |
Returns number of target data objects, not necessarily number of distinct targets.
| 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).
| FGameplayEffectContextHandle GetEffectContext | ( | FGameplayEffectSpecHandle | SpecHandle | ) |
Gets the GameplayEffectSpec's effect context handle.
| float32 GetFloatAttribute | ( | const AActor | Actor, |
| FGameplayAttribute | Attribute, | ||
| bool & | bSuccessfullyFoundAttribute ) |
Returns the value of Attribute from the ability system component belonging to Actor.
| float32 GetFloatAttributeBase | ( | const AActor | Actor, |
| FGameplayAttribute | Attribute, | ||
| bool & | bSuccessfullyFoundAttribute ) |
Returns the base value of Attribute from the ability system component belonging to Actor.
| float32 GetFloatAttributeBaseFromAbilitySystemComponent | ( | const UAbilitySystemComponent | AbilitySystemComponent, |
| FGameplayAttribute | Attribute, | ||
| bool & | bSuccessfullyFoundAttribute ) |
Returns the base value of Attribute from the ability system component AbilitySystemComponent.
| float32 GetFloatAttributeFromAbilitySystemComponent | ( | const UAbilitySystemComponent | AbilitySystem, |
| FGameplayAttribute | Attribute, | ||
| bool & | bSuccessfullyFoundAttribute ) |
Returns the value of Attribute from the ability system component AbilitySystem.
| 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.
| bIsInstance | Set to true if this is an instanced ability instead of a shared CDO |
| 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.
| 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.
| 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 | ) |
| 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).
| FHitResult GetHitResult | ( | FGameplayCueParameters | Parameters | ) |
Returns a hit result stored in the effect context if valid.
| FHitResult GetHitResultFromTargetData | ( | FGameplayAbilityTargetDataHandle | HitResult, |
| int | Index ) |
Returns the hit result for a given index if it exists.
| AActor GetInstigatorActor | ( | FGameplayCueParameters | Parameters | ) |
Gets the instigating actor (that holds the ability system component) of the GameplayCue.
| FTransform GetInstigatorTransform | ( | FGameplayCueParameters | Parameters | ) |
Gets instigating world location.
| float32 GetModifiedAttributeMagnitude | ( | FGameplayEffectSpecHandle | SpecHandle, |
| FGameplayAttribute | Attribute ) |
Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.
| FVector GetOrigin | ( | FGameplayCueParameters | Parameters | ) |
Gets instigating world location.
| FVector GetTargetDataEndPoint | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns the end point for a given index if it exists.
| FTransform GetTargetDataEndPointTransform | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns the end point transform for a given index if it exists.
| FTransform GetTargetDataOrigin | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns the origin for a given index if it exists.
| bool HasHitResult | ( | FGameplayCueParameters | Parameters | ) |
Checks if the effect context has a hit reslt stored inside.
| bool IsInstigatorLocallyControlled | ( | FGameplayCueParameters | Parameters | ) |
Returns true if the ability system component that spawned this cue is locally controlled.
| bool IsInstigatorLocallyControlledPlayer | ( | FGameplayCueParameters | Parameters | ) |
Returns true if the ability system component that spawned this cue is locally controlled and a player.
| bool IsValid | ( | FGameplayAttribute | Attribute | ) |
Returns true if the attribute actually exists.
| FGameplayTargetDataFilterHandle MakeFilterHandle | ( | FGameplayTargetDataFilter | Filter, |
| AActor | FilterActor ) |
Create a handle for filtering target data, filling out all fields.
| 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.
| FGameplayEffectSpecHandle MakeSpecHandle | ( | UGameplayEffect | InGameplayEffect, |
| AActor | InInstigator, | ||
| AActor | InEffectCauser, | ||
| float32 | InLevel = 1.000000 ) |
Create a spec handle, filling out all fields.
| bool NotEqual_ActiveGameplayEffectHandle | ( | FActiveGameplayEffectHandle | A, |
| FActiveGameplayEffectHandle | B ) |
Inequality operator for two Active Gameplay Effect Handles.
| bool NotEqual_GameplayAbilitySpecHandle | ( | FGameplayAbilitySpecHandle | A, |
| FGameplayAbilitySpecHandle | B ) |
Inequality operator for two Gameplay Ability Spec Handles.
| bool NotEqual_GameplayAttributeGameplayAttribute | ( | FGameplayAttribute | AttributeA, |
| FGameplayAttribute | AttributeB ) |
Simple inequality operator for gameplay attributes.
| bool RemoveLooseGameplayTags | ( | AActor | Actor, |
| FGameplayTagContainer | GameplayTags, | ||
| bool | bShouldReplicate = false ) |
Manually removes a set of tags from a given actor, with optional replication.
| 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.
| 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).
| FGameplayEffectSpecHandle SetStackCountToMax | ( | FGameplayEffectSpecHandle | SpecHandle | ) |
Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition.
| bool TargetDataHasActor | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns true if the given TargetData has at least 1 actor targeted.
| 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 TargetDataHasOrigin | ( | FGameplayAbilityTargetDataHandle | TargetData, |
| int | Index ) |
Returns true if the target data has an origin.