| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
Include |
#include "GameplayEffectExecutionCalculation.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract)
class UGameplayEffectExecutionCalculation : public UGameplayEffectCalculation
Name | Description | ||
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bRequiresPassedInTags |
Used to indicate if this execution uses Passed In Tags |
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InvalidScopedModifierAttributes |
Any attribute in this list will not show up as a valid option for scoped modifiers; Used to allow attribute capture for internal calculation while preventing modification |
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ValidTransientAggregatorIdentifiers |
Any tag in this container will show up as a valid "temporary variable" for scoped modifiers; Used to allow for data-driven variable support that doesn't rely on scoped modifiers |
Name | Description | |
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UGameplayEffectExecutionCalculation ( |
Name | Description | ||
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DoesRequirePassedInTags() |
Returns if this execution requires passed in tags |
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Execute ( |
Called whenever the owning gameplay effect is executed. |
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GetValidScopedModifierAttributeCaptureDefinitions ( |
Gets the collection of capture attribute definitions that the calculation class will accept as valid scoped modifiers |
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const FGamep... |
GetValidTransientAggregatorIdentifiers() |
Gets the collection of identifiers of valid transient aggregators ("temporary variable aggregators") |