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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h |
Include |
#include "Abilities/GameplayAbilityTypes.h" |
USTRUCT(BlueprintType)
struct FGameplayAbilityActorInfo
Cached data associated with an Actor using an Ability. -Initialized from an AActor* in InitFromActor -Abilities use this to know what to actor upon. E.g., instead of being coupled to a specific actor class. -These are generally passed around as pointers to support polymorphism. -Projects can override UAbilitySystemGlobals::AllocAbilityActorInfo to override the default struct type that is created.
Name | Description | ||
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TWeakObjectPtr<... |
AbilitySystemComponent |
Ability System component associated with the owner actor, shouldn't be null |
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AffectedAnimInstanceTag |
The linked Anim Instance that this component will play montages in. |
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TWeakObjectPtr<... |
AnimInstance |
Anim instance of the avatar actor. Often null |
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TWeakObjectPtr<... |
AvatarActor |
The physical representation of the owner, used for targeting and animation. |
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TWeakObjectPtr<... |
MovementComponent |
Movement component of the avatar actor. Often null |
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TWeakObjectPtr<... |
OwnerActor |
The actor that owns the abilities, shouldn't be null |
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TWeakObjectPtr<... |
PlayerController |
PlayerController associated with the owning actor. This will often be null! |
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TWeakObjectPtr<... |
SkeletalMeshComponent |
Skeletal mesh of the avatar actor. Often null |
Name | Description | |
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~FGameplayAbilityActorInfo() |
Name | Description | ||
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ClearActorInfo() |
Clears out any actor info, both owner and avatar |
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UAnimInstanc... |
GetAnimInstance() |
Accessor to get the affected anim instance from the SkeletalMeshComponent |
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InitFromActor ( |
Initializes the info from an owning actor. Will set both owner and avatar |
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IsLocallyControlled() |
Returns true if this actor is locally controlled. |
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IsLocallyControlledPlayer() |
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IsNetAuthority() |
Returns true if the owning actor has net authority |
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SetAvatarActor ( |
Sets a new avatar actor, keeps same owner and ability system component |