Choose your operating system:
Windows
macOS
Linux
Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectAggregator.h |
Include |
#include "GameplayEffectAggregator.h" |
struct FScopedAggregatorOnDirtyBatch
Allows us to batch all aggregator OnDirty calls within a scope. That is, ALL OnDirty() callbacks are delayed until FScopedAggregatorOnDirtyBatch goes out of scope.
The only catch is that we store raw FAggregator*. This should only be used in scopes where aggreagtors are not deleted. There is currently no place that does. If we find to, we could add additional safety checks.
Name | Description | |
---|---|---|
|
FScopedAggregatorOnDirtyBatch() |
Name | Description | |
---|---|---|
|
~FScopedAggregatorOnDirtyBatch() |
Name | Description | ||
---|---|---|---|
|
BeginLock() |
||
|
BeginNetReceiveLock() |
||
|
EndLock() |
||
|
EndNetReceiveLock() |
Name |
Description |
---|---|
DirtyAggregators |
|
GlobalBatchCount |
|
GlobalFromNetworkUpdate |
|
NetUpdateID |