FActiveGameplayEffectHandle

This handle is required for things outside of [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\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.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffectTypes.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FActiveGameplayEffectHandle

Remarks

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.

Constructors

Functions

Name Description

Public function Static

FActiveGamep...

 

GenerateNewHandle

(
    UAbilitySystemComponent* Ownin...
)

Creates a new handle, will be set to successfully applied

Public function

UAbilitySyst...

 

GetOwningAbilitySystemComponent()

Returns the ability system component that created this handle

Public function Const

const UAbili...

 

GetOwningAbilitySystemComponent()

Returns the ability system component that created this handle

Public function

void

 

Invalidate()

Public function Const

bool

 

IsValid()

True if this is tracking an active ongoing gameplay effect

Public function

void

 

RemoveFromGlobalMap()

Remove this from the GetOwningAbilitySystemComponent map

Public function Static

void

 

ResetGlobalHandleMap()

Resets the map that supports GetOwningAbilitySystemComponent

Public function Const

FString

 

ToString()

Public function Const

bool

 

WasSuccessfullyApplied()

True if this applied a gameplay effect.

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FActiveGameplayEffectHandle&...
)

Public function Const

bool

 

operator==

(
    const FActiveGameplayEffectHandle&...
)

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