| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
Include |
#include "AbilitySystemBlueprintLibrary.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="AbilitySystemLibrary"))
class UAbilitySystemBlueprintLibrary : public UBlueprintFunctionLibrary
Blueprint library for ability system. Many of these functions are useful to call from native as well
Name | Description | |
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UAbilitySystemBlueprintLibrary ( |
Name | Description | ||
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FGameplayAbi... |
AbilityTargetDataFromActor ( |
Creates single actor target data |
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FGameplayAbi... |
AbilityTargetDataFromActorArray |
Creates actor array target data |
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FGameplayAbi... |
AbilityTargetDataFromHitResult ( |
Creates a target data with a single hit result |
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FGameplayAbi... |
AbilityTargetDataFromLocations ( |
Creates a target data with a source and destination location |
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FGameplayEff... |
AddAssetTag ( |
Adds NewGameplayTag to this instance of the effect |
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FGameplayEff... |
AddAssetTags ( |
Adds NewGameplayTags to this instance of the effect |
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FGameplayEff... |
AddGrantedTag ( |
This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to |
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FGameplayEff... |
AddGrantedTags ( |
This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to |
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FGameplayEff... |
AddLinkedGameplayEffect ( |
Adds LinkedGameplayEffect to SpecHandles. |
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FGameplayEff... |
AddLinkedGameplayEffectSpec ( |
Adds LinkedGameplayEffectSpec to SpecHandles. |
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FGameplayAbi... |
AppendTargetDataHandle ( |
TargetData Copies targets from HandleToAdd to TargetHandle |
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FGameplayEff... |
AssignSetByCallerMagnitude ( |
GameplayEffectSpec |
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FGameplayEff... |
AssignTagSetByCallerMagnitude ( |
Sets a gameplay tag Set By Caller magnitude value |
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BreakGameplayCueParameters ( |
Native break, to avoid having to deal with quantized vector types |
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FGameplayEff... |
CloneSpecHandle ( |
Create a spec handle, cloning another |
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DoesGameplayCueMeetTagRequirements ( |
Returns true if the aggregated source and target tags from the effect spec meets the tag requirements |
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DoesTargetDataContainActor ( |
Returns true if the given TargetData has the actor passed in targeted |
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EffectContextAddHitResult ( |
Adds a hit result to the effect context |
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AActor * |
EffectContextGetEffectCauser ( |
Gets the physical actor that caused the effect, possibly a projectile or weapon |
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EffectContextGetHitResult ( |
Extracts a hit result from the effect context if it is set |
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AActor * |
EffectContextGetInstigatorActor ( |
Gets the instigating actor (that holds the ability system component) of the EffectContext |
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EffectContextGetOrigin ( |
Gets the location the effect originated from |
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AActor * |
EffectContextGetOriginalInstigatorActor ( |
Gets the original instigator actor that started the chain of events to cause this effect |
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UObject *... |
EffectContextGetSourceObject ( |
Gets the source object of the effect. |
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EffectContextHasHitResult ( |
Returns true if there is a valid hit result inside the effect context |
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EffectContextIsInstigatorLocallyControlled ( |
Returns true if the ability system component that instigated this is locally controlled |
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EffectContextIsValid ( |
GameplayEffectContext Returns true if this context has ever been initialized |
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EffectContextSetOrigin ( |
Sets the location the effect originated from |
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EqualEqual_GameplayAttributeGameplayAttribute ( |
Simple equality operator for gameplay attributes |
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float |
EvaluateAttributeValueWithTags ( |
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. |
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float |
EvaluateAttributeValueWithTagsAndBase ( |
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. |
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FGameplayAbi... |
FilterTargetData ( |
Create a new target data handle with filtration performed on the data |
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ForwardGameplayCueToTarget ( |
Forwards the gameplay cue to another gameplay cue interface object |
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UAbilitySyst... |
GetAbilitySystemComponent ( |
Tries to find an ability system component on the actor, will use AbilitySystemInterface |
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GetActiveGameplayEffectDebugString ( |
Returns a debug string for display |
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float |
GetActiveGameplayEffectExpectedEndTime ( |
Returns the expected end time (when we think the GE will expire) for a given GameplayEffect ( someone could remove or change it before that happens!) |
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float |
GetActiveGameplayEffectRemainingDuration ( |
Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time |
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GetActiveGameplayEffectStackCount ( |
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GetActiveGameplayEffectStackLimitCount ( |
Returns stack limit count of an active Gameplay Effect. |
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float |
GetActiveGameplayEffectStartTime ( |
Returns the start time (time which the GE was added) for a given GameplayEffect |
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float |
GetActiveGameplayEffectTotalDuration ( |
Returns the total duration for a given GameplayEffect |
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AActor * |
GetActorByIndex ( |
Returns actor stored in the Effect Context used by this cue |
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GetActorCount ( |
Returns number of actors stored in the Effect Context used by this cue |
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GetActorsFromTargetData ( |
Returns all actors targeted, for a given index |
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GetAllActorsFromTargetData ( |
Returns all actors targeted |
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GetAllLinkedGameplayEffectSpecHandles ( |
Returns handles for all Linked GE Specs that SpecHandle may apply. |
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GetDataCountFromTargetData ( |
Returns number of target data objects, not necessarily number of distinct targets |
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FGameplayEff... |
GetEffectContext ( |
Gets the GameplayEffectSpec's effect context handle |
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float |
GetFloatAttribute ( |
Returns the value of Attribute from the ability system component belonging to Actor. |
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float |
GetFloatAttributeBase ( |
Returns the base value of Attribute from the ability system component belonging to Actor. |
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float |
GetFloatAttributeBaseFromAbilitySystemComponent ( |
Returns the base value of Attribute from the ability system component AbilitySystemComponent. |
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float |
GetFloatAttributeFromAbilitySystemComponent ( |
Returns the value of Attribute from the ability system component AbilitySystem. |
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GetGameplayCueDirection ( |
Gets the best normalized effect direction for this gameplay cue. |
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GetGameplayCueEndLocationAndNormal ( |
Gets the best end location and normal for this gameplay cue. |
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GetHitResult ( |
Returns a hit result stored in the effect context if valid |
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GetHitResultFromTargetData ( |
Returns the hit result for a given index if it exists |
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AActor * |
GetInstigatorActor ( |
Gets the instigating actor (that holds the ability system component) of the GameplayCue |
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GetInstigatorTransform ( |
Gets instigating world location |
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float |
GetModifiedAttributeMagnitude ( |
GameplayEffectSpec |
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float |
GetModifiedAttributeMagnitude ( |
Helper function that may be useful to call from native as well |
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GetOrigin ( |
Gets instigating world location |
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GetTargetDataEndPoint ( |
Returns the end point for a given index if it exists |
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GetTargetDataEndPointTransform ( |
Returns the end point transform for a given index if it exists |
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GetTargetDataOrigin ( |
Returns the origin for a given index if it exists |
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HasHitResult ( |
Checks if the effect context has a hit reslt stored inside |
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IsInstigatorLocallyControlled ( |
GameplayCue |
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IsInstigatorLocallyControlledPlayer ( |
Returns true if the ability system component that spawned this cue is locally controlled and a player |
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IsValid ( |
Attribute Returns true if the attribute actually exists |
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FGameplayTar... |
MakeFilterHandle ( |
Create a handle for filtering target data, filling out all fields |
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FGameplayCue... |
MakeGameplayCueParameters ( |
Native make, to avoid having to deal with quantized vector types |
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FGameplayEff... |
MakeSpecHandle ( |
Create a spec handle, filling out all fields |
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NotEqual_GameplayAttributeGameplayAttribute ( |
Simple inequality operator for gameplay attributes |
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SendGameplayEventToActor ( |
This function can be used to trigger an ability on the actor in question with useful payload data. |
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FGameplayEff... |
SetDuration ( |
Manually sets the duration on a specific effect |
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FGameplayEff... |
SetStackCount ( |
Sets the GameplayEffectSpec's StackCount to the specified amount (prior to applying) |
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FGameplayEff... |
SetStackCountToMax ( |
Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition |
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TargetDataHasActor ( |
Returns true if the given TargetData has at least 1 actor targeted |
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TargetDataHasEndPoint ( |
Returns true if the target data has an end point |
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TargetDataHasHitResult ( |
Returns true if the target data has a hit result |
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TargetDataHasOrigin ( |
Returns true if the target data has an origin |