UGameplayEffect

[UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) The GameplayEffect definition.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffect.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShortTooltip="A GameplayEffect modifies attributes and tags."))
class UGameplayEffect :
    public UObject,
    public IGameplayTagAssetInterface

Remarks

UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly displayname

TArray< TSubcla...

 

ApplicationRequirements

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayTagReq...

 

ApplicationTagRequirements

Tag requirements for this GameplayEffect to be applied to a target.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

bool

 

bClearStackOnOverflow

If true, the entire stack of the effect will be cleared once it overflows

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

bool

 

bDenyOverflowApplication

If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

bool

 

bExecutePeriodicEffectOnApplication

If true, the effect executes on application and then at every period interval.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

bool

 

bRequireModifierSuccessToTriggerCues

If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

Public variable UProperty Category, EditDefaultsOnly

bool

 

bSuppressStackingCues

If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.

Public variable UProperty Category, EditDefaultsOnly, Meta

FScalableFloat

 

ChanceToApplyToTarget

Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FCondit...

 

ConditionalGameplayEffects

Other gameplay effects that will be applied to the target of this effect if this effect applies

Public variable UProperty Category, EditDefaultsOnly

FGameplayEffect...

 

DurationMagnitude

Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.

Public variable UProperty Category, EditDefaultsOnly

EGameplayEffect...

 

DurationPolicy

Policy for the duration of this effect

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FGamepl...

 

Executions

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FGamepl...

 

GameplayCues

Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FGamepl...

 

GrantedAbilities

Granted abilities

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayEffect...

 

GrantedApplicationImmunityQuery

Grants immunity to GameplayEffects that match this query.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayTagReq...

 

GrantedApplicationImmunityTags

Grants the owner immunity from these source tags.

Public variable

bool

 

HasGrantedApplicationImmunityQuery

Cached !GrantedApplicationImmunityQuery.IsEmpty(). Set on PostLoad.

Public variable

bool

 

HasRemoveGameplayEffectsQuery

Cached !RemoveGameplayEffectsQuery.IsEmpty(). Set on PostLoad.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FInheritedTagCo...

 

InheritableGameplayEffectTags

Tag Containers

The GameplayEffect's Tags: tags the the GE has and DOES NOT give to the actor.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FInheritedTagCo...

 

InheritableOwnedTagsContainer

"These tags are applied to the actor I am applied to"

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

TArray< FGamepl...

 

Modifiers

Array of modifiers that will affect the target of this effect

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayTagReq...

 

OngoingTagRequirements

Once Applied, these tags requirements are used to determined if the GameplayEffect is "on" or "off".

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< TSubcla...

 

OverflowEffects

Effects to apply when a stacking effect "overflows" its stack count through another attempted application.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FScalableFloat

 

Period

Period in seconds. 0.0 for non-periodic effects

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayEffect...

 

PeriodicInhibitionPolicy

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< TSubcla...

 

PrematureExpirationEffectClasses

Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayTagReq...

 

RemovalTagRequirements

Tag requirements that if met will remove this effect. Also prevents effect application.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayEffect...

 

RemoveGameplayEffectQuery

On Application of an effect, any active effects with this this query that matches against the added effect will be removed.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FInheritedTagCo...

 

RemoveGameplayEffectsWithTags

GameplayEffects that have tags in this container will be cleared upon effect application.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< TSubcla...

 

RoutineExpirationEffectClasses

Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayEffect...

 

StackDurationRefreshPolicy

Policy for how the effect duration should be refreshed while stacking

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayEffect...

 

StackExpirationPolicy

Policy for how to handle duration expiring on this gameplay effect

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayEffect...

 

StackingType

Stacking

How this GameplayEffect stacks with other instances of this same GameplayEffect

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

int32

 

StackLimitCount

Stack limit for StackingType

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayEffect...

 

StackPeriodResetPolicy

Policy for how the effect period should be reset (or not) while stacking

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly instanced

UGameplayEffect...

 

UIData

Data for the UI representation of this effect.

Constructors

Name Description

Public function

UGameplayEffect

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

UpdateInheritedTagProperties()

Update all the InheritedTagContainers

Public function

void

 

ValidateGameplayEffect()

Check for any errors

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

Overridden from IGameplayTagAssetInterface

Name Description

Public function Virtual Const

void

 

GetOwnedGameplayTags

(
    FGameplayTagContainer& TagContaine...
)

Get any owned gameplay tags on the asset

Constants

Name

Description

INFINITE_DURATION

These are deprecated but remain for backwards compat, please use FGameplayEffectConstants:: instead.

INSTANT_APPLICATION

INVALID_LEVEL

NO_PERIOD

Deprecated Variables

Name Description

Public variable UProperty

TArray< TSubcla...

 

TargetEffectClasses_DEPRECATED

  1. Use ConditionalGameplayEffects instead

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