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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
Include |
#include "GameplayEffectTypes.h" |
USTRUCT(BlueprintType)
struct 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. a pointer or index into the active list is not sufficient.
Name | Description | |
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FActiveGameplayEffectHandle() |
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FActiveGameplayEffectHandle ( |
Name | Description | ||
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FActiveGamep... |
GenerateNewHandle ( |
Creates a new handle, will be set to successfully applied |
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UAbilitySyst... |
GetOwningAbilitySystemComponent() |
Returns the ability system component that created this handle |
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const UAbili... |
GetOwningAbilitySystemComponent() |
Returns the ability system component that created this handle |
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Invalidate() |
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IsValid() |
True if this is tracking an active ongoing gameplay effect |
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RemoveFromGlobalMap() |
Remove this from the GetOwningAbilitySystemComponent map |
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ResetGlobalHandleMap() |
Resets the map that supports GetOwningAbilitySystemComponent |
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ToString() |
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WasSuccessfullyApplied() |
True if this applied a gameplay effect. |
Name | Description | ||
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operator!= ( |
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operator== ( |