UAbilitySystemBlueprintLibrary::MakeGameplayCueParameters

Native make, 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=(NativeMakeFunc, AdvancedDisplay=5, Location="0,0,0", Normal="0,0,0", GameplayEffectLevel="1", AbilityLevel="1"))
static FGameplayCueParameters MakeGameplayCueParameters
(
    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 make, to avoid having to deal with quantized vector types

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