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| FFastArraySerializer
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
Include |
#include "GameplayEffect.h" |
USTRUCT()
struct FActiveGameplayEffectsContainer : public FFastArraySerializer
Active GameplayEffects Container -Bucket of ActiveGameplayEffects -Needed for FFastArraySerialization
This should only be used by UAbilitySystemComponent. All of this could just live in UAbilitySystemComponent except that we need a distinct USTRUCT to implement FFastArraySerializer.
The preferred way to iterate through the ActiveGameplayEffectContainer is with CreateConstIterator/CreateIterator or stl style range iteration:
for (const FActiveGameplayEffect& Effect : this) {} for (auto It = CreateConstIterator(); It; ++It) {}
Name | Description | ||
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DebugExecutedGameplayEffects |
Stores a record of gameplay effects that have executed and their results. Useful for debugging |
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OnActiveGameplayEffectRemovedDelegate |
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Owner |
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OwnerIsNetAuthority |
Name | Description | |
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FActiveGameplayEffectsContainer() |
Name | Description | |
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~FActiveGameplayEffectsContainer() |
Name |
Description |
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DebugExecutedGameplayEffectData |
Name |
Description |
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ConstIterator |
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Iterator |
Name | Description | ||
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FOnGameplayA... |
RegisterGameplayAttributeEvent ( |
Use GetGameplayAttributeValueChangeDelegate (the delegate signature has changed) |