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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
Include |
#include "GameplayEffectExecutionCalculation.h" |
USTRUCT(BlueprintType)
struct FGameplayEffectCustomExecutionOutput
Struct representing the output of a custom gameplay effect execution.
Name | Description | |
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FGameplayEffectCustomExecutionOutput() |
Constructor |
Name | Description | ||
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AddOutputModifier ( |
Add the specified evaluated data to the execution's output modifiers |
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AreGameplayCuesHandledManually() |
Accessor for determining if GameplayCue events have already been handled |
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const TArray... |
GetOutputModifiers() |
Simple accessor to output modifiers of the execution |
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GetOutputModifiers ( |
Simple accessor to output modifiers of the execution |
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GetOutputModifiersRef() |
Returns direct access to output modifiers of the execution (avoid copy) |
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IsStackCountHandledManually() |
Simple accessor for determining whether the execution has manually handled the stack count or not |
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MarkConditionalGameplayEffectsToTrigger() |
Mark that the execution wants conditional gameplay effects to trigger |
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MarkGameplayCuesHandledManually() |
Mark that the execution wants conditional gameplay effects to trigger |
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MarkStackCountHandledManually() |
Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers |
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ShouldTriggerConditionalGameplayEffects() |
Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not |