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Name |
Description |
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AAbilitySystemDebugHUD |
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AAbilitySystemTestPawn |
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AGameplayCueNotify_Actor |
An instantiated Actor that acts as a handler of a GameplayCue. |
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AGameplayCueNotify_BurstLatent |
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AGameplayCueNotify_Looping |
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FActiveGameplayCue |
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FActiveGameplayCueContainer |
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FActiveGameplayEffect |
Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks |
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FActiveGameplayEffectEvents |
Callback struct for different types of gameplay effect changes |
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FActiveGameplayEffectHandle |
This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. |
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FActiveGameplayEffectIterator |
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FActiveGameplayEffectQuery |
Generic querying data structure for active GameplayEffects. |
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FActiveGameplayEffectQueryCustomMatch_Dynamic |
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FActiveGameplayEffectsContainer |
Active GameplayEffects Container -Bucket of ActiveGameplayEffects -Needed for FFastArraySerialization |
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FAggregator |
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FAggregatorEvaluateMetaData |
Data that is used in aggregator evaluation that is intrinsic to the aggregator itself. |
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FAggregatorEvaluateMetaDataLibrary |
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FAggregatorEvaluateParameters |
Data that is used in aggregator evaluation that is passed from the caller/game code |
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FAggregatorMod |
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FAggregatorModChannel |
Struct representing an individual aggregation channel/depth. Contains mods of all mod op types. |
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FAggregatorModChannelContainer |
Struct representing a container of modifier channels |
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FAggregatorModInfo |
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FAggregatorRef |
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FAttributeBasedFloat |
Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue |
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FAttributeMetaData |
DataTable that allows us to define meta data about attributes. Still a work in progress. |
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FAttributeSetInitter |
Helper struct that facilitates initializing attribute set default values from spread sheets (UCurveTable). |
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FAttributeSetInitterDiscreteLevels |
Explicit implementation of attribute set initter, relying on the existence and usage of discrete levels for data look-up (that is, CurveTable->Eval is not possible) |
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FConditionalGameplayEffect |
Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied. |
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FCustomCalculationBasedFloat |
Structure to encapsulate magnitudes that are calculated via custom calculation |
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FCustomModifierDependencyHandle |
Helper struct to hold data about external dependencies for custom modifiers |
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FGameplayAbilityActivationInfo |
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FGameplayAbilityBindInfo |
Example struct that pairs a enum input command to a GameplayAbilityClass.6 |
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FGameplayAbilitySpec |
An activatable ability spec, hosted on the ability system component. |
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FGameplayAbilitySpecContainer |
Fast serializer wrapper for above struct |
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FGameplayAbilitySpecDef |
This is data that can be used to create an FGameplayAbilitySpec. |
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FGameplayAbilitySpecHandle |
This file exists in addition so that GameplayEffect.h can use FGameplayAbilitySpec without having to include GameplayAbilityTypes.h which has depancies on GameplayEffect.hHandle that points to a specific granted ability. |
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FGameplayAttribute |
Describes a FGameplayAttributeData or float property inside an attribute set. |
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FGameplayAttributeData |
Place in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute. |
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FGameplayCueNotify_BurstEffects |
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FGameplayCueNotify_CameraAnimInfo |
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FGameplayCueNotify_CameraLensEffectInfo |
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FGameplayCueNotify_CameraShakeInfo |
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FGameplayCueNotify_DecalInfo |
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FGameplayCueNotify_ForceFeedbackInfo |
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FGameplayCueNotify_LoopingEffects |
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FGameplayCueNotify_ParticleInfo |
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FGameplayCueNotify_PlacementInfo |
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FGameplayCueNotify_SoundInfo |
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FGameplayCueNotify_SoundParameterInterfaceInfo |
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FGameplayCueNotify_SpawnCondition |
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FGameplayCueNotify_SpawnContext |
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FGameplayCueNotify_SpawnResult |
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FGameplayCueNotifyData |
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FGameplayCueObjectLibrary |
An ObjectLibrary for the GameplayCue Notifies. |
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FGameplayCueParameters |
Metadata about a gameplay cue execution |
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FGameplayCuePendingExecute |
Structure to keep track of pending gameplay cues that haven't been applied yet. |
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FGameplayCueReferencePair |
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FGameplayCueTag |
Wrapper struct around a gameplaytag with the GameplayCue category. |
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FGameplayCueTranslationEditorInfo |
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FGameplayCueTranslationEditorOnlyData |
Overview of the GameplayCueTranslator system |
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FGameplayCueTranslationLink |
Represents a translation from one FGameplayCueTranslatorNode to many others. |
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FGameplayCueTranslationManager |
This is the struct that does the actual translation. |
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FGameplayCueTranslationNameSwap |
Basis for name swaps. This swaps FromName to ToName |
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FGameplayCueTranslatorNode |
A node in our translation table/graph. |
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FGameplayCueTranslatorNodeIndex |
Simple index/handle for referencing items in FGameplayCueTranslationManager::TranslationLUT |
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FGameplayEffectAttributeCaptureDefinition |
Struct defining gameplay attribute capture options for gameplay effects |
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FGameplayEffectAttributeCaptureSpec |
Struct used to hold the result of a gameplay attribute capture; Initially seeded by definition data, but then populated by ability system component when appropriate |
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FGameplayEffectAttributeCaptureSpecContainer |
Struct used to handle a collection of captured source and target attributes |
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FGameplayEffectConstants |
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FGameplayEffectContext |
Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution |
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FGameplayEffectContextHandle |
Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly |
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FGameplayEffectCue |
FGameplayEffectCue This is a cosmetic cue that can be tied to a UGameplayEffect. |
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FGameplayEffectCustomExecutionOutput |
Struct representing the output of a custom gameplay effect execution. |
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FGameplayEffectCustomExecutionParameters |
Struct representing parameters for a custom gameplay effect execution. |
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FGameplayEffectExecutionDefinition |
Struct representing the definition of a custom execution for a gameplay effect. |
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FGameplayEffectExecutionScopedModifierInfo |
Struct representing modifier info used exclusively for "scoped" executions that happen instantaneously. |
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FGameplayEffectModCallbackData |
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FGameplayEffectModifiedAttribute |
Saves list of modified attributes, to use for gameplay cues or later processing |
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FGameplayEffectModifierMagnitude |
Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways |
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FGameplayEffectQuery |
Every set condition within this query must match in order for the query to match. |
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FGameplayEffectRemovalInfo |
Data struct for containing information pertinent to GameplayEffects as they are removed |
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FGameplayEffectSpec |
GameplayEffect Specification. |
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FGameplayEffectSpecForRPC |
This is a cut down version of the gameplay effect spec used for RPCs. |
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FGameplayEffectSpecHandle |
Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets. |
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FGameplayModEvaluationChannelSettings |
Struct representing evaluation channel settings for a gameplay modifier |
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FGameplayModifierEvaluatedData |
Data that describes what happened in an attribute modification. |
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FGameplayModifierInfo |
FGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly |
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FGameplayTagBlueprintPropertyMap |
Struct used to manage gameplay tag blueprint property mappings. |
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FGameplayTagBlueprintPropertyMapping |
Struct used to update a blueprint property with a gameplay tag count. |
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FGameplayTagCountContainer |
Struct that tracks the number/count of tag applications within it. |
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FGameplayTagReponsePair |
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FGameplayTagRequirements |
Encapsulate require and ignore tags |
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FGameplayTagResponseTableEntry |
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FGCNotifyActorKey |
Struct that is used by the gameplaycue manager to tie an instanced gameplaycue to the calling gamecode. |
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FInheritedTagContainer |
Structure that is used to combine tags from parent and child blueprints in a safe way |
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FMinimalGameplayCueReplicationProxy |
An alternative way to replicating gameplay cues. |
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FMinimalReplicationTagCountMap |
Map that stores count of tags, in a form that is optimized for replication |
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FModifierSpec |
Holds evaluated magnitude from a GameplayEffect modifier |
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FNameSwapData |
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FNetSerializeScriptStructCache |
Container for safely replicating script struct references (constrained to a specified parent struct) |
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FOnAttributeChangeData |
Temporary parameter struct used when an attribute has changed |
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FPreallocationInfo |
Struct for pooling and preallocating gameplaycuenotify_actor classes. |
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FPredictionKey |
Overview of Gameplay Ability Prediction |
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FPredictionKeyDelegates |
This is a data structure for registering delegates associated with prediction key rejection and replicated state 'catching up'. |
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FReplicatedPredictionKeyItem |
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FReplicatedPredictionKeyMap |
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FScalableFloat |
Generic numerical value in the form Value * Curve[Level] |
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FScopeCurrentGameplayEffectBeingApplied |
Scope object that indicates when a gameplay effect is being applied |
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FScopedAbilityListLock |
Used to stop us from removing abilities from an ability system component while we're iterating through the abilities |
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FScopedActiveGameplayEffectLock |
FScopedActiveGameplayEffectLock Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode. |
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FScopedAggregatorOnDirtyBatch |
Allows us to batch all aggregator OnDirty calls within a scope. |
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FScopedGameplayCueSendContext |
FScopedGameplayCueSendContext Add this around code that sends multiple gameplay cues to allow grouping them into a smalkler number of cues for more efficient networking |
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FScopedPredictionWindow |
A structure for allowing scoped prediction windows. |
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FScopedTargetListLock |
Used to stop us from canceling or ending an ability while we're iterating through its gameplay targets |
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FSetByCallerFloat |
Struct for holding SetBytCaller data |
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FTagContainerAggregator |
Structure used to combine tags from different sources during effect execution |
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IAbilitySystemInterface |
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IAbilitySystemReplicationProxyInterface |
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IGameplayAbilitiesModule |
The public interface to this module |
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IGameplayCueInterface |
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ITickableAttributeSetInterface |
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UAbilitySystemBlueprintLibrary |
Blueprint library for ability system. |
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UAbilitySystemComponent |
The core ActorComponent for interfacing with the GameplayAbilities System |
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UAbilitySystemGlobals |
Holds global data for the ability system. Can be configured per project via config file |
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UAbilitySystemInterface |
Interface for actors that expose access to an ability system component |
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UAbilitySystemReplicationProxyInterface |
Interface for actors that act like an ability system component for replication. |
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UAbilitySystemTestAttributeSet |
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UAnimNotify_GameplayCue |
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UAnimNotify_GameplayCueState |
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UAttributeSet |
Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes |
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UGameplayAbilityBlueprint |
A Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically |
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UGameplayAbilitySet |
This is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command. |
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UGameplayCueFunctionLibrary |
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UGameplayCueInterface |
Interface for actors that wish to handle GameplayCue events from GameplayEffects. |
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UGameplayCueManager |
Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed |
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UGameplayCueNotify_Burst |
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UGameplayCueNotify_HitImpact |
Non instanced GameplayCueNotify for spawning particle and sound FX. |
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UGameplayCueNotify_Static |
A non instantiated UObject that acts as a handler for a GameplayCue. |
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UGameplayCueSet |
A set of gameplay cue actors to handle gameplay cue events |
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UGameplayCueTranslator |
This is the base class for GameplayCue Translators. |
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UGameplayCueTranslator_Test |
This is an example translator class. |
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UGameplayEffect |
UGameplayEffect The GameplayEffect definition. |
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UGameplayEffectCalculation |
Abstract base for specialized gameplay effect calculations; Capable of specifing attribute captures |
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UGameplayEffectCustomApplicationRequirement |
Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
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UGameplayEffectExecutionCalculation |
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UGameplayEffectUIData |
UGameplayEffectUIData Base class to provide game-specific data about how to describe a Gameplay Effect in the UI. |
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UGameplayEffectUIData_TextOnly |
UI data that contains only text. |
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UGameplayModMagnitudeCalculation |
Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
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UGameplayTagReponseTable |
A data driven table for applying gameplay effects based on tag count. |
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UTickableAttributeSetInterface |
Interface for attribute sets that need to tick to update state. These can be expensive |
Name |
Description |
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EAlignHorizontal::Type |
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EAlignVertical::Type |
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EAttributeBasedFloatCalculationType |
Enumeration outlining the possible attribute based float calculation policies. |
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EGameplayAbilityActivationMode::Type |
Describes the status of activating this ability, this is updated as prediction is handled |
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EGameplayAbilityInputBinds::Type |
This is an example input binding enum for GameplayAbilities. |
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EGameplayCueEvent::Type |
Indicates what type of action happened to a specific gameplay cue tag. |
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EGameplayCueExecutionOptions |
Options to specify what parts of gameplay cue execution should be skipped |
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EGameplayCueNotify_AttachPolicy |
EGameplayCueNotify_AttachPolicy |
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EGameplayCueNotify_EffectPlaySpace |
EGameplayCueNotify_EffectPlaySpace |
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EGameplayCueNotify_LocallyControlledPolicy |
EGameplayCueNotify_LocallyControlledPolicy |
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EGameplayCueNotify_LocallyControlledSource |
EGameplayCueNotify_LocallyControlledSource |
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EGameplayCuePayloadType |
Describes what type of payload is attached to a cue execution, we only replicate what is needed |
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EGameplayEffectAttributeCaptureSource |
Enumeration for options of where to capture gameplay attributes from for gameplay effects. |
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EGameplayEffectDurationType |
Gameplay effect duration policies |
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EGameplayEffectGrantedAbilityRemovePolicy |
Describes what happens when a GameplayEffect, that is granting an active ability, is removed from its owner. |
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EGameplayEffectMagnitudeCalculation |
Enumeration outlining the possible gameplay effect magnitude calculation policies. |
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EGameplayEffectPeriodInhibitionRemovedPolicy |
Enumeration of policies for dealing with the period of a gameplay effect when inhibition is removed |
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EGameplayEffectReplicationMode |
How gameplay effects will be replicated to clients |
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EGameplayEffectScopedModifierAggregatorType |
Enumeration representing the types of scoped modifier aggregator usages available |
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EGameplayEffectStackingDurationPolicy |
Enumeration of policies for dealing with duration of a gameplay effect while stacking |
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EGameplayEffectStackingExpirationPolicy |
Enumeration of policies for dealing gameplay effect stacks that expire (in duration based effects). |
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EGameplayEffectStackingPeriodPolicy |
Enumeration of policies for dealing with the period of a gameplay effect while stacking |
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EGameplayEffectStackingType |
Enumeration for ways a single GameplayEffect asset can stack. |
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EGameplayModEvaluationChannel |
Valid gameplay modifier evaluation channels; Displayed and renamed via game-specific aliases and options |
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EGameplayModOp::Type |
Defines the ways that mods will modify attributes. |
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EGameplayTagEventType::Type |
Rather a tag was added or removed, used in callbacks |
Name | Description | ||
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STATCAT_Advanced |