FActiveGameplayEffect

Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks

Windows
MacOS
Linux

Inheritance Hierarchy

FFastArraySerializerItem

FActiveGameplayEffect

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h

Include

#include "GameplayEffect.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FActiveGameplayEffect : public FFastArraySerializerItem

Remarks

Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks

Variables

Name Description

Public variable UProperty notreplicated

bool

 

bIsInhibited

Not sure if this should replicate or not. If replicated, we may have trouble where IsInhibited doesn't appear to change when we do tag checks (because it was previously inhibited, but replication made it inhibited).

Public variable

bool

 

bPendingRepOnActiveGC

When replicated down, we cue the GC events until the entire list of active gameplay effects has been received

Public variable

bool

 

bPendingRepWhileActiveGC

Public variable UProperty notreplicated

float

 

CachedStartServerWorldTime

Used for handling duration modifications being replicated

Public variable

int32

 

ClientCachedStackCount

Last StackCount that the client had.

Public variable

FTimerHandle

 

DurationHandle

Public variable

FActiveGameplay...

 

EventSet

All the bindable events for this active effect (bundled to allow easier non-const access to these events via the ASC)

Public variable

FActiveGameplay...

 

Handle

Globally unique ID for identify this active gameplay effect.

Public variable

bool

 

IsPendingRemove

Public variable

FActiveGameplay...

 

PendingNext

Public variable

FTimerHandle

 

PeriodHandle

Public variable UProperty

FPredictionKey

 

PredictionKey

Public variable UProperty

FGameplayEffect...

 

Spec

Public variable UProperty

float

 

StartServerWorldTime

Server time this started

Public variable UProperty notreplicated

float

 

StartWorldTime

Constructors

Name Description

Public function

FActiveGameplayEffect()

IMPORTANT: Any new state added to FActiveGameplayEffect must be handled in the copy/move constructor/operator

Public function

FActiveGameplayEffect

(
    const FActiveGameplayEffect& Other
)

Public function

FActiveGameplayEffect

(
    FActiveGameplayEffect&& Other
)

Public function

FActiveGameplayEffect

(
    FActiveGameplayEffectHandle InHandl...,
    const FGameplayEffectSpec& InSpec,
    float CurrentWorldTime,
    float InStartServerWorldTime,
    FPredictionKey InPredictionKey
)

Functions

Name Description

Public function

void

 

CheckOngoingTagRequirements

(
    const FGameplayTagContainer& Owner...,
    FActiveGameplayEffectsContainer& O...,
    bool bInvokeGameplayCueEvents
)

This is the core function that turns the ActiveGE 'on' or 'off

Public function Const

bool

 

CheckRemovalTagRequirements

(
    const FGameplayTagContainer& Owner...,
    FActiveGameplayEffectsContainer& O...
)

Method to check if this effect should remove because the owner tags pass the RemovalTagRequirements requirement check

Public function

FString

 

GetDebugString()

Debug string used by Fast Array serialization

Public function Const

float

 

GetDuration()

Public function Const

float

 

GetEndTime()

Public function Const

float

 

GetPeriod()

Public function Const

float

 

GetTimeRemaining

(
    float WorldTime
)

Public function

void

 

PostReplicatedAdd

(
    const FActiveGameplayEffectsContain...
)

Public function

void

 

PostReplicatedChange

(
    const FActiveGameplayEffectsContain...
)

Public function

void

 

PreReplicatedRemove

(
    const FActiveGameplayEffectsContain...
)

Public function Const

void

 

PrintAll()

Public function

void

 

RecomputeStartWorldTime

(
    const FActiveGameplayEffectsContain...
)

Refreshes the cached StartWorldTime for this effect.

Public function

void

 

RecomputeStartWorldTime

(
    const float WorldTime,
    const float ServerWorldTime
)

Refreshes the cached StartWorldTime for this effect.

Operators

Name Description

Public function

FActiveGamep...

 

operator=

(
    const FActiveGameplayEffect& other
)

Public function

FActiveGamep...

 

operator=

(
    FActiveGameplayEffect&& other
)

Public function

bool

 

operator==

(
    const FActiveGameplayEffect& Other
)

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