UAbilitySystemBlueprintLibrary::BreakGameplayCueParameters

Native break, to avoid having to deal with quantized vector types

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References

Module

GameplayAbilities

Header

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

Include

#include "AbilitySystemBlueprintLibrary.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemBlueprintLibrary.cpp

Syntax

[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
)

Remarks

Native break, to avoid having to deal with quantized vector types

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