FGameplayTagBlueprintPropertyMap

Struct used to manage gameplay tag blueprint property mappings.

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h

Include

#include "GameplayEffectTypes.h"

Syntax

USTRUCT()
struct FGameplayTagBlueprintPropertyMap

Remarks

Struct used to manage gameplay tag blueprint property mappings. It registers the properties with delegates on an ability system component. This struct can not be used in containers (such as TArray) since it uses a raw pointer to bind the delegate and it's address could change causing an invalid binding.

Variables

Constructors

Destructors

Functions

Name Description

Public function

void

 

ApplyCurrentTags()

Call to manually apply the current tag state, can handle cases where callbacks were skipped

Protected function

void

 

GameplayTagEventCallback

(
    const FGameplayTag Tag,
    int32 NewCount,
    TWeakObjectPtr< UObject > Registere...
)

Protected function Const

EGameplayTag...

 

GetGameplayTagEventType

(
    const FProperty* Property
)

Public function

void

 

Initialize

(
    UObject* Owner,
    UAbilitySystemComponent* ASC
)

Call this to initialize and bind the properties with the ability system component.

Public function

EDataValidat...

 

IsDataValid

(
    UObject* ContainingAsset,
    TArray< FText >& ValidationErrors
)

This can optionally be called in the owner's IsDataValid() for data validation.

Protected function Const

bool

 

IsPropertyTypeValid

(
    const FProperty* Property
)

Protected function

void

 

Unregister()