UAbilitySystemComponent::SetActiveGameplayEffectLevelUsingQuery

Updates the level of an already applied gameplay effect.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "AbilitySystemComponent.h"

Source

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

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=GameplayEffects)
virtual void SetActiveGameplayEffectLevelUsingQuery
(
    FGameplayEffectQuery Query,
    int32 NewLevel
)

Remarks

Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying

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