FGameplayAbilityActorInfo

[FGameplayAbilityActorInfo](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityActorInfo)

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h

Include

#include "Abilities/GameplayAbilityTypes.h"

Syntax

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

Remarks

FGameplayAbilityActorInfo

Cached data associated with an Actor using an Ability. -Initialized from an AActor* in InitFromActor -Abilities use this to know what to actor upon. E.g., instead of being coupled to a specific actor class. -These are generally passed around as pointers to support polymorphism. -Projects can override UAbilitySystemGlobals::AllocAbilityActorInfo to override the default struct type that is created.

Variables

Name Description

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

AbilitySystemComponent

Ability System component associated with the owner actor, shouldn't be null

Public variable UProperty Category BlueprintReadOnly

FName

 

AffectedAnimInstanceTag

The linked Anim Instance that this component will play montages in.

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

AnimInstance

Anim instance of the avatar actor. Often null

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

AvatarActor

The physical representation of the owner, used for targeting and animation.

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

MovementComponent

Movement component of the avatar actor. Often null

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

OwnerActor

The actor that owns the abilities, shouldn't be null

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

PlayerController

PlayerController associated with the owning actor. This will often be null!

Public variable UProperty Category BlueprintReadOnly

TWeakObjectPtr<...

 

SkeletalMeshComponent

Skeletal mesh of the avatar actor. Often null

Destructors

Name Description

Public function Virtual

~FGameplayAbilityActorInfo()

Functions

Name Description

Public function Virtual

void

 

ClearActorInfo()

Clears out any actor info, both owner and avatar

Public function Const

UAnimInstanc...

 

GetAnimInstance()

Accessor to get the affected anim instance from the SkeletalMeshComponent

Public function Virtual

void

 

InitFromActor

(
    AActor* OwnerActor,
    AActor* AvatarActor,
    UAbilitySystemComponent* InAbi...
)

Initializes the info from an owning actor. Will set both owner and avatar

Public function Const

bool

 

IsLocallyControlled()

Returns true if this actor is locally controlled.

Public function Const

bool

 

IsLocallyControlledPlayer()

Public function Const

bool

 

IsNetAuthority()

Returns true if the owning actor has net authority

Public function Virtual

void

 

SetAvatarActor

(
    AActor* AvatarActor
)

Sets a new avatar actor, keeps same owner and ability system component

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