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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
Include |
#include "GameplayEffectTypes.h" |
USTRUCT()
struct FGameplayTagBlueprintPropertyMap
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.
Name | Description | ||
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TWeakObjectPtr<... |
CachedASC |
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TWeakObjectPtr<... |
CachedOwner |
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PropertyMappings |
Name | Description | |
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FGameplayTagBlueprintPropertyMap() |
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FGameplayTagBlueprintPropertyMap ( |
Name | Description | |
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~FGameplayTagBlueprintPropertyMap() |
Name | Description | ||
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ApplyCurrentTags() |
Call to manually apply the current tag state, can handle cases where callbacks were skipped |
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GameplayTagEventCallback ( |
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EGameplayTag... |
GetGameplayTagEventType ( |
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Initialize ( |
Call this to initialize and bind the properties with the ability system component. |
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EDataValidat... |
IsDataValid |
This can optionally be called in the owner's IsDataValid() for data validation. |
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IsPropertyTypeValid ( |
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Unregister() |