FGameplayEffectCustomExecutionOutput

Struct representing the output of a custom gameplay effect execution.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffectExecutionCalculation.h"

Syntax

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

Remarks

Struct representing the output of a custom gameplay effect execution.

Constructors

Name Description

Public function

FGameplayEffectCustomExecutionOutput()

Constructor

Functions

Name Description

Public function

void

 

AddOutputModifier

(
    const FGameplayModifierEvaluatedDat...
)

Add the specified evaluated data to the execution's output modifiers

Public function Const

bool

 

AreGameplayCuesHandledManually()

Accessor for determining if GameplayCue events have already been handled

Public function Const

const TArray...

 

GetOutputModifiers()

Simple accessor to output modifiers of the execution

Public function Const

void

 

GetOutputModifiers

(
    OUTTArray< FGameplayModifierEvaluat...
)

Simple accessor to output modifiers of the execution

Public function

TArray< FGam...

 

GetOutputModifiersRef()

Returns direct access to output modifiers of the execution (avoid copy)

Public function Const

bool

 

IsStackCountHandledManually()

Simple accessor for determining whether the execution has manually handled the stack count or not

Public function

void

 

MarkConditionalGameplayEffectsToTrigger()

Mark that the execution wants conditional gameplay effects to trigger

Public function

void

 

MarkGameplayCuesHandledManually()

Mark that the execution wants conditional gameplay effects to trigger

Public function

void

 

MarkStackCountHandledManually()

Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers

Public function Const

bool

 

ShouldTriggerConditionalGameplayEffects()

Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not

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