FGameplayEffectAttributeCaptureSpecContainer

Struct used to handle a collection of captured source and target attributes

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffect.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FGameplayEffectAttributeCaptureSpecContainer

Remarks

Struct used to handle a collection of captured source and target attributes

Constructors

Functions

Name Description

Public function

void

 

AddCaptureDefinition

(
    const FGameplayEffectAttributeCaptu...
)

Add a definition to be captured by the owner of the container.

Public function

void

 

CaptureAttributes

Capture source or target attributes from the specified component.

Public function Const

const FGamep...

 

FindCaptureSpecByDefinition

(
    const FGameplayEffectAttributeCaptu...,
    bool bOnlyIncludeValidCapture
)

Find a capture spec within the container matching the specified capture definition, if possible.

Public function Const

bool

 

HasNonSnapshottedAttributes()

Returns whether the container has at least one spec w/o snapshotted attributes

Public function Const

bool

 

HasValidCapturedAttributes

(
    const TArray< FGameplayEffectAttrib...
)

Determines if the container has specs with valid captures for all of the specified definitions.

Public function Const

void

 

RegisterLinkedAggregatorCallbacks

(
    FActiveGameplayEffectHandle Handle
)

Registers any linked aggregators to notify this active handle if they are dirtied

Public function

void

 

SwapAggregator

(
    FAggregatorRef From,
    FAggregatorRef To
)

Swaps any internal references From aggregator To aggregator. Used when cloning

Public function Const

void

 

UnregisterLinkedAggregatorCallbacks

(
    FActiveGameplayEffectHandle Handle
)

Unregisters any linked aggregators from notifying this active handle if they are dirtied

Operators

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