FScopedActiveGameplayEffectLock

[FScopedActiveGameplayEffectLock](API\Plugins\GameplayAbilities\FScopedActiveGameplayEffectLock) Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffect.h"

Syntax

struct FScopedActiveGameplayEffectLock

Remarks

FScopedActiveGameplayEffectLock Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode. For example, if some internal code in FActiveGameplayEffectsContainer is iterating through the active GE list or holding onto a pointer to something in that list, any changes to that list could cause memory the move out from underneath.

This scope lock will queue deletions and additions until after the scope is over. The additions and deletions will actually go through, but we will defer the memory operations to the active gameplay effect list.

Constructors

Destructors

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