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| UGothicAbilitySystemComponent | GetAbilitySystemComponent (AActor Actor) |
| void | AddTargetInputData (FGameplayEventData &Payload, FGameplayTag SourceDir) |
| void | AddTargetRagdollData (FGameplayEventData &Payload, float32 Duration) |
| FActiveGameplayEffectHandle | ApplyDamageTo (UGothicAbilitySystemComponent Source, AActor Instigator, AActor damageCauser, UGothicAbilitySystemComponent Target, FGameplayEffectContext_HitResponse HitData, FHitResult SweepResult, const UPrimitiveComponent sourceObject=nullptr) |
| void | ApplyDebuffGameplayEffects (UAbilitySystemComponent abilitySystemComponent, TArray< TSubclassOf< UGameplayEffect > > effectsToApply) |
| TArray< TSubclassOf< UAttributeSet > > | FindAttributeSetsFromAttributeName (FString AttributeName) |
| | Returns all attribute sets which contain an attribute with the given name.
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| UGameplayAbility | GetAbilityInstanceByClass (AActor actor, TSubclassOf< UGameplayAbility > AbilityClass) |
| void | AddRainCoverHeadData (FGameplayEventData &Payload, int RainLevel) |
| UGothicAbilitySystemComponent | GetAbilitySystemComponentThreadSafe (AActor Actor) |
| bool | HasTag (const UAbilitySystemComponent AbilitySystemComponent, FGameplayTag Tag, bool bExactMatch) |
| void | InitializeHitData (FGameplayEventData &Payload, FGameplayEffectContext_HitResponse &HitContext) |
| bool | IsActiveGameplayEffectHandleValid (FActiveGameplayEffectHandle &handle) |
| void | Log_Info (EGothicLogCategory Category, const FString Text) |
| bool | SameGuildOrGroup (AActor checkA, AActor checkB) |
| void | SendGameplayEvent (AActor Target, FGameplayTag Tag, FGameplayEventData &Payload) |