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Name |
Description |
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AGameplayAbilityTargetActor |
TargetActors are spawned to assist with ability targeting. |
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AGameplayAbilityTargetActor_ActorPlacement |
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AGameplayAbilityTargetActor_GroundTrace |
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AGameplayAbilityTargetActor_Radius |
Selects everything within a given radius of the source actor. |
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AGameplayAbilityTargetActor_SingleLineTrace |
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AGameplayAbilityTargetActor_Trace |
Intermediate base class for all line-trace type targeting actors. |
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AGameplayAbilityWorldReticle |
Reticles allow targeting to be visualized. |
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AGameplayAbilityWorldReticle_ActorVisualization |
This is a dummy reticle for internal use by visualization placement tasks. |
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FAbilityEndedData |
Ability Ended Data |
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FAbilityReplicatedData |
Payload for generic replicated events |
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FAbilityReplicatedDataCache |
Struct defining the cached data for a specific gameplay ability. |
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FAbilityTaskDebugMessage |
Debug message emitted by ability tasks |
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FAbilityTriggerData |
Structure that defines how an ability will be triggered by external events |
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FAttributeDefaults |
Used to initialize default values for attributes |
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FGameplayAbilityActorInfo |
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FGameplayAbilityInputBinds |
Structure that tells AbilitySystemComponent what to bind to an InputComponent (see BindAbilityActivationToInputComponent) |
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FGameplayAbilityLocalAnimMontage |
Data about montages that were played locally (all montages in case of server. predictive montages in case of client). |
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FGameplayAbilityRepAnimMontage |
Data about montages that is replicated to simulated clients |
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FGameplayAbilityReplicatedDataContainer |
Associative container of GameplayAbilitySpecs + PredictionKeys > FAbilityReplicatedDataCache. |
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FGameplayAbilitySpecHandleAndPredictionKey |
Used as a key for storing internal ability data |
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FGameplayAbilityTargetData |
A generic structure for targeting data. |
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FGameplayAbilityTargetData_ActorArray |
Target data with a source location and a list of targeted actors, makes sense for AOE attacks |
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FGameplayAbilityTargetData_LocationInfo |
Target data with just a source and target location in space |
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FGameplayAbilityTargetData_SingleTargetHit |
Target data with a single hit result, data is packed into the hit result |
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FGameplayAbilityTargetDataHandle |
Handle for Targeting Data. |
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FGameplayAbilityTargetingLocationInfo |
Structure that stores a location in one of several different formats |
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FGameplayEventData |
Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic |
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FGameplayTargetDataFilter |
Simple actor target filter, games can subclass this |
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FGameplayTargetDataFilterHandle |
Polymorphic handle to filter structure that handles checking if actors should be targeted |
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FScopedServerAbilityRPCBatcher |
Helper struct for defining ServerRPC batch windows. If null ASC is passed in, this becomes a noop. |
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FServerAbilityRPCBatch |
This struct holds state to batch server RPC calls: ServerTryActivateAbility, ServerSetReplicatedTargetData, ServerEndAbility. |
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FWorldReticleParameters |
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UGameplayAbility |
Abilities define custom gameplay logic that can be activated by players or external game logic |
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UGameplayAbility_CharacterJump |
Ability that jumps with a character. |
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UGameplayAbility_Montage |
A gameplay ability that plays a single montage and applies a GameplayEffect |
Name |
Description |
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FAbilitySystemComponentPredictionKeyClear |
Used for cleaning up predicted data on network clients |
FAbilityTargetData |
Generic callback for returning when target data is available |
FAbilityTargetDataSetDelegate |
Generic callback for returning when target data is available |
FGameplayAbilityEndedDelegate |
Notification delegate definition for when the gameplay ability ends |
FGameplayEventMulticastDelegate |
Delegate for handling gameplay event data |
FGameplayEventTagMulticastDelegate |
Delegate for handling gameplay event data, includes tag as the Event Data does not always have it filled out |
FGenericAbilityDelegate |
Generic delegate for ability 'events'/notifies |
FOnGameplayAbilityCancelled |
Notification delegate definition for when the gameplay ability is cancelled |
FOnGameplayAbilityEnded |
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FOnGameplayAbilityStateEnded |
Used to notify ability state tasks that a state is being ended |
FPostLockDelegate |
Used to delay execution until we leave a critical section |
Name |
Description |
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EAbilityGenericReplicatedEvent::Type |
These are generic, nonpayload carrying events that are replicated between the client and server |
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EGameplayAbilityInstancingPolicy::Type |
How the ability is instanced when executed. |
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EGameplayAbilityNetExecutionPolicy::Type |
Where does an ability execute on the network. |
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EGameplayAbilityNetSecurityPolicy::Type |
What protections does this ability have? Should the client be allowed to request changes to the execution of the ability? |
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EGameplayAbilityReplicationPolicy::Type |
How an ability replicates state/events to everyone on the network |
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EGameplayAbilityTargetingLocationType::Type |
What type of location calculation to use when an ability asks for our transform |
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EGameplayAbilityTriggerSource::Type |
Defines what type of trigger will activate the ability, paired to a tag |
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EGameplayTargetingConfirmation::Type |
Describes how the targeting information is confirmed |
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ERepAnimPositionMethod |
Enum used by the Ability Rep Anim Montage struct to rep the quantized position or the current section id |
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ETargetDataFilterSelf::Type |
Set rather it is possible to target self |