Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
Include |
#include "AbilitySystemBlueprintLibrary.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemBlueprintLibrary.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue",
Meta=(NativeBreakFunc, AdvancedDisplay=6))
static void BreakGameplayCueParameters
(
const struct FGameplayCueParameters & Parameters,
float & NormalizedMagnitude,
float & RawMagnitude,
FGameplayEffectContextHandle & EffectContext,
FGameplayTag & MatchedTagName,
FGameplayTag & OriginalTag,
FGameplayTagContainer & AggregatedSourceTags,
FGameplayTagContainer & AggregatedTargetTags,
FVector & Location,
FVector & Normal,
AActor *& Instigator,
AActor *& EffectCauser,
UObject *& SourceObject,
UPhysicalMaterial *& PhysicalMaterial,
int32 & GameplayEffectLevel,
int32 & AbilityLevel,
USceneComponent *& TargetAttachComponent,
bool & bReplicateLocationWhenUsingMinimalRepProxy
)
Native break, to avoid having to deal with quantized vector types