| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayTagResponseTable.h |
Include |
#include "GameplayTagResponseTable.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGameplayTagReponseTable : public UDataAsset
A data driven table for applying gameplay effects based on tag count. This allows designers to map a "tag count" -> "response Gameplay Effect" relationship.
For example, "for every count of "Status.Haste" I get 1 level of GE_Response_Haste. This class facilitates building this table and automatically registering and responding to tag events on the ability system component.
Name | Description | ||
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Entries |
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float |
LastASCPurgeTime |
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Query |
Temporary structs to avoid extra heap allocations every time we recalculate tag count |
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RegisteredASCs |
Name | Description | |
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UGameplayTagReponseTable ( |
Name | Description | ||
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AddOrUpdate ( |
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GetCount ( |
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FGameplayEff... |
MakeQuery ( |
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RegisterResponseForEvents ( |
Registers for tag events for the given ability system component. |
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Remove ( |
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TagResponseEvent ( |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name |
Description |
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FGameplayTagResponseAppliedInfo |