FGameplayCueParameters

Metadata about a gameplay cue execution

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),
        Meta=(HasNativeBreak="GameplayAbilities.AbilitySystemBlueprintLibrary.BreakGameplayCueParameters", HasNativeMake="GameplayAbilities.AbilitySystemBlueprintLibrary.MakeGameplayCueParameters"))
struct FGameplayCueParameters

Remarks

Metadata about a gameplay cue execution

Variables

Name Description

Public variable UProperty Category BlueprintReadWrite

int32

 

AbilityLevel

If originating from an ability, this will be the level of that ability

Public variable UProperty Category BlueprintReadWrite

FGameplayTagCon...

 

AggregatedSourceTags

The aggregated source tags taken from the effect spec

Public variable UProperty Category BlueprintReadWrite

FGameplayTagCon...

 

AggregatedTargetTags

The aggregated target tags taken from the effect spec

Public variable UProperty Category BlueprintReadWrite

TWeakObjectPtr<...

 

EffectCauser

The physical actor that actually did the damage, can be a weapon or projectile

Public variable UProperty Category BlueprintReadWrite

FGameplayEffect...

 

EffectContext

Effect context, contains information about hit result, etc

Public variable UProperty Category BlueprintReadWrite

int32

 

GameplayEffectLevel

If originating from a GameplayEffect, the level of that GameplayEffect

Public variable UProperty Category BlueprintReadWrite

TWeakObjectPtr<...

 

Instigator

Instigator actor, the actor that owns the ability system component

Public variable UProperty Category BlueprintReadWrite

FVector_NetQuan...

 

Location

Location cue took place at

Public variable UProperty Category BlueprintReadWrite notreplicated

FGameplayTag

 

MatchedTagName

The tag name that matched this specific gameplay cue handler

Public variable UProperty Category BlueprintReadWrite

FVector_NetQuan...

 

Normal

Normal of impact that caused cue

Public variable UProperty Category BlueprintReadWrite

float

 

NormalizedMagnitude

Magnitude of source gameplay effect, normalzed from 0-1.

Public variable UProperty Category BlueprintReadWrite notreplicated

FGameplayTag

 

OriginalTag

The original tag of the gameplay cue

Public variable UProperty Category BlueprintReadWrite

TWeakObjectPtr<...

 

PhysicalMaterial

PhysMat of the hit, if there was a hit.

Public variable UProperty Category BlueprintReadWrite

float

 

RawMagnitude

Raw final magnitude of source gameplay effect.

Public variable UProperty Category BlueprintReadWrite

TWeakObjectPtr<...

 

SourceObject

Object this effect was created from, can be an actor or static object.

Public variable UProperty Category BlueprintReadWrite

TWeakObjectPtr<...

 

TargetAttachComponent

Could be used to say "attach FX to this component always"

Constructors

Name Description

Public function

FGameplayCueParameters()

Public function

FGameplayCueParameters

(
    const FGameplayEffectSpecForRPC& S...
)

Projects can override this via UAbilitySystemGlobals

Public function

FGameplayCueParameters

(
    const FGameplayEffectContextHandle ...
)

Functions

Name Description

Public function Const

AActor *

 

GetEffectCauser()

Returns the actor that physically caused the damage, could be a projectile or weapon

Public function Const

AActor *

 

GetInstigator()

Returns the actor that instigated this originally, generally attached to an ability system component

Public function Const

const UObjec...

 

GetSourceObject()

Returns the object that originally caused this, game-specific but usually not an actor

Public function Const

bool

 

IsInstigatorLocallyControlled

(
    AActor* FallbackActor
)

Returns true if this is locally controlled, using fallback actor if nothing else available

Public function Const

bool

 

IsInstigatorLocallyControlledPlayer

(
    AActor* FallbackActor
)

Fallback actor is used if the parameters have nullptr for instigator and effect causer

Public function

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

Optimized serializer

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss