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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
Include |
#include "AbilitySystemComponent.h" |
UCLASS(ClassGroup=AbilitySystem,
HideCategories=(Object, LOD, Lighting, Transform, Sockets, TextureStreaming),
EditInlineNew, Meta=(BlueprintSpawnableComponent))
class UAbilitySystemComponent :
public UGameplayTasksComponent,
public IGameplayTagAssetInterface,
public IAbilitySystemReplicationProxyInterface
The core ActorComponent for interfacing with the GameplayAbilities System
Name | Description | ||
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AbilityActivatedCallbacks |
A generic callback anytime an ability is activated (started) |
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TSharedPtr< FGa... |
AbilityActorInfo |
Cached off data about the owning actor that abilities will need to frequently access (movement component, mesh component, anim instance, etc) |
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AbilityCommittedCallbacks |
A generic callback anytime an ability is committed (cost/cooldown applied) |
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AbilityEndedCallbacks |
Callback anytime an ability is ended |
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AbilityFailedCallbacks |
Called with a failure reason when an ability fails to execute |
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float |
AbilityLastActivatedTime |
Local World time of the last ability activation. This is used for AFK/idle detection |
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AbilityListLockActiveChanges |
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AbilityPendingAdds |
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AbilityPendingRemoves |
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AbilityScopeLockCount |
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AbilitySpecDirtiedCallbacks |
Called when an ability spec's internals have changed |
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AbilityTargetDataMap |
Maps from an ability spec to the target data. Used to track replicated data and callbacks |
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ActivatableAbilities |
The abilities we can activate. |
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ActiveGameplayCues |
List of all active gameplay cues, including ones applied manually |
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ActiveGameplayEffects |
Contains all of the gameplay effects that are currently active on this component |
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AffectedAnimInstanceTag |
The linked Anim Instance that this component will play montages in. |
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AllReplicatedInstancedAbilities |
Full list of all instance-per-execution gameplay abilities associated with this component |
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bCachedIsNetSimulated |
Cached value of rather this is a simulated actor |
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BlockedAbilityTags |
Abilities with these tags are not able to be activated |
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bPendingMontageRep |
Set if montage rep happens while we don't have the animinstance associated with us yet |
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bSuppressGameplayCues |
Suppress all GameplayCues on this component |
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bSuppressGrantAbility |
Suppress all ability granting through GEs on this component |
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ClientActivateAbilityFailedCountRecent |
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float |
ClientActivateAbilityFailedStartTime |
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DefaultStartingData |
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GameplayEventTagContainerDelegates |
List of gameplay tag container filters, and the delegates they call |
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GameplayEventTriggeredAbilities |
Abilities that are triggered from a gameplay event |
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GameplayTagCountContainer |
Acceleration map for all gameplay tags (OwnedGameplayTags from GEs and explicit GameplayCueTags) |
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GenericCancelInputID |
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GenericConfirmInputID |
InputID for binding GenericConfirm/Cancel events |
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GenericGameplayEventCallbacks |
Callbacks bound to Gameplay tags, these only activate if the exact tag is used. |
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GenericLocalCancelCallbacks |
Generic local callback for generic CancelEvent that any ability can listen to |
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GenericLocalConfirmCallbacks |
Generic local callback for generic ConfirmEvent that any ability can listen to |
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float |
IncomingDuration |
Internal Attribute that modifies the duration of gameplay effects applied to this component |
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InputID |
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* |
int32 |
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InternalTryActivateAbilityFailureTags |
Failure tags used by InternalTryActivateAbility (E.g., this stores the FailureTags of the last call to InternalTryActivateAbility |
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LocalAnimMontageInfo |
Data structure for montages that were instigated locally (everything if server, predictive if client. replicated if simulated proxy) |
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LocalServerAbilityRPCBatchData |
Accumulated client side data that is batched out to server on EndServerAbilityRPCBatch |
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MinimalReplicationGameplayCues |
Replicated gameplaycues when in minimal replication mode. |
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OnAbilityEnded |
Callback anytime an ability is ended, with extra information |
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OnActiveGameplayEffectAddedDelegateToSelf |
Called on both client and server whenever a duraton based GE is added (E.g., instant GEs do not trigger this). |
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OnGameplayEffectAppliedDelegateToSelf |
Called on server whenever a GE is applied to self. This includes instant and duration based GEs. |
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OnGameplayEffectAppliedDelegateToTarget |
Called on server whenever a GE is applied to someone else. |
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OnImmunityBlockGameplayEffectDelegate |
Immunity notification support |
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OnPeriodicGameplayEffectExecuteDelegateOnSelf |
Called on server whenever a periodic GE executes on self |
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OnPeriodicGameplayEffectExecuteDelegateOnTarget |
Called on server whenever a periodic GE executes on target |
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float |
OutgoingDuration |
System Attributes |
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OwnedTagTriggeredAbilities |
Abilities that are triggered from a tag being added to the owner |
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PendingServerActivatedAbilities |
This is a list of GameplayAbilities that were activated on the server and can't yet execute on the client. |
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ReplicatedPredictionKeyMap |
PredictionKeys, see more info in GameplayPrediction.h. |
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ReplicationMode |
How gameplay effects are replicated |
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ReplicationProxyEnabled |
When enabled GameplayCue RPCs will be routed through the AvatarActor's IAbilitySystemReplicationProxyInterface rather than this component |
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ScopedPredictionKey |
Current prediction key, set with FScopedPredictionWindow |
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SpawnedTargetActors |
List of currently active targeting actors |
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UserAbilityActivationInhibited |
Rather activation is currently inhibited |
Name | Description | |
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UAbilitySystemComponent ( |
Name | Description | ||
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AbilityLocalInputPressed ( |
Called to handle ability bind input |
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AbilityLocalInputReleased ( |
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FSimpleMulti... |
AbilityReplicatedEventDelegate ( |
Returns Generic Replicated Event for a given Ability/PredictionKey pair |
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AbilitySpecInputPressed ( |
Called on local player always. |
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AbilitySpecInputReleased ( |
Called on local player always. |
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FSimpleMulti... |
AbilityTargetDataCancelledDelegate ( |
Returns TargetData Cancelled delegate for a given Ability/PredictionKey pair |
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FAbilityTarg... |
AbilityTargetDataSetDelegate ( |
Returns TargetDataSet delegate for a given Ability/PredictionKey pair |
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AccumulateScreenPos ( |
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const T *... |
AddAttributeSetSubobject ( |
Manually add a new attribute set that is a subobject of this ability system component. |
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AddGameplayCue ( |
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AddGameplayCue ( |
Add a persistent gameplay cue |
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AddGameplayCue_Internal ( |
Internal gameplay cue functions. |
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AddGameplayCue_Internal ( |
Internal gameplay cue functions. |
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AddGameplayCue_MinimalReplication ( |
Add gameplaycue for minimal replication mode. |
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FDelegateHan... |
AddGameplayEventTagContainerDelegate ( |
Adds a new delegate to call when gameplay events happen. |
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AddLooseGameplayTag ( |
Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. |
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AddLooseGameplayTags ( |
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AddMinimalReplicationGameplayTag ( |
Minimally replicated tags are replicated tags that come from GEs when in bMinimalReplication mode. |
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AddMinimalReplicationGameplayTags ( |
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AddReplicatedLooseGameplayTag ( |
Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. |
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AddReplicatedLooseGameplayTags ( |
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const T *... |
AddSet() |
Adds a new AttributeSet (initialized to default values) |
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AnimMontage_UpdateForcedPlayFlags ( |
Copy over playing flags for duplicate animation data |
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AnimMontage_UpdateReplicatedData ( |
Copy LocalAnimMontageInfo into RepAnimMontageInfo |
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AnimMontage_UpdateReplicatedData() |
Copy LocalAnimMontageInfo into RepAnimMontageInfo |
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ApplyAbilityBlockAndCancelTags ( |
Called from ability activation or native code, will apply the correct ability blocking tags and cancel existing abilities. |
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FActiveGamep... |
ApplyGameplayEffectSpecToSelf ( |
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FActiveGamep... |
ApplyGameplayEffectSpecToTarget ( |
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FActiveGamep... |
ApplyGameplayEffectToSelf ( |
This is a helper function - it seems like this will be useful as a blueprint interface at the least, but Level parameter may need to be expanded |
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FActiveGamep... |
ApplyGameplayEffectToTarget ( |
This is a helper function used in automated testing, I'm not sure how useful it will be to gamecode or blueprints |
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ApplyModToAttribute ( |
Applies an in-place mod to the given attribute. |
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ApplyModToAttributeUnsafe ( |
Applies an inplace mod to the given attribute. |
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AreAbilityTagsBlocked ( |
Returns true if any passed in tags are blocked |
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BeginServerAbilityRPCBatch ( |
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BindAbilityActivationToInputComponent ( |
Bind to an input component with customized bindings |
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BindToInputComponent ( |
Bind to an input component with some default action names |
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BlockAbilitiesWithTags ( |
Block or cancel blocking for specific ability tags |
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BlockAbilityByInputID ( |
Block or cancel blocking for specific input IDs |
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FActiveGamep... |
BP_ApplyGameplayEffectSpecToSelf ( |
Applies a previously created gameplay effect spec to this component |
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FActiveGamep... |
BP_ApplyGameplayEffectSpecToTarget ( |
GameplayEffects: Primary outward facing API for other systems |
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FActiveGamep... |
BP_ApplyGameplayEffectToSelf ( |
Apply a gameplay effect to self |
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FActiveGamep... |
BP_ApplyGameplayEffectToTarget ( |
Additional Helper Functions Apply a gameplay effect to passed in target |
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FGameplayAbi... |
BuildAbilitySpecFromClass ( |
Build a simple FGameplayAbilitySpec from class, level and optional Input ID |
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CacheIsNetSimulated() |
Caches the flags that indicate whether this component has network authority. |
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CallAllReplicatedDelegatesIfSet ( |
Calls any Replicated delegates that have been sent (TargetData or Generic Replicated Events). |
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CallOrAddReplicatedDelegate ( |
Calls passed in delegate if the Client Event has already been sent. |
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CallReplicatedEventDelegateIfSet ( |
Calls a given Generic Replicated Event delegate if the event has already been sent |
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CallReplicatedTargetDataDelegatesIfSet ( |
Calls the TargetData Confirm/Cancel events if they have been sent. |
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CallServerEndAbility ( |
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CallServerSetReplicatedTargetData ( |
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CallServerTryActivateAbility ( |
Batching client->server RPCs This is a WIP feature to batch up client->server communication. |
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CanApplyAttributeModifiers ( |
Tests if all modifiers in this GameplayEffect will leave the attribute > 0.f |
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CancelAbilities ( |
Cancel all abilities with the specified tags. Will not cancel the Ignore instance |
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CancelAbility ( |
Ability Cancelling/Interrupts Cancels the specified ability CDO. |
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CancelAbilityHandle ( |
Cancels the ability indicated by passed in spec handle. |
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CancelAbilitySpec ( |
Cancel a specific ability spec |
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CancelAbilityTargetData ( |
Cancels the ability target data and calls callbacks |
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CancelAllAbilities ( |
Cancels all abilities regardless of tags. Will not cancel the ignore instance |
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CanPredict() |
Do we have a valid prediction key to do more predictive actions with |
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CaptureAttributeForGameplayEffect ( |
Populate the specified capture spec with the data necessary to capture an attribute from the component |
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CheckDurationExpired ( |
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CheckForClearedAbilities() |
Called from ClearAbility, ClearAllAbilities or OnRep. |
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CleanupName ( |
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ClearAbility ( |
Removes the specified ability. This will be ignored if the actor is not authoritative. |
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ClearAbilityReplicatedDataCache ( |
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ClearActorInfo() |
This is called when the actor that is initialized to this system dies, this will clear that actor from this system and FGameplayAbilityActorInfo |
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ClearAllAbilities() |
Wipes all 'given' abilities. This will be ignored if the actor is not authoritative. |
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ClearAllAbilitiesWithInputID ( |
Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative |
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ClearAnimatingAbility ( |
Clear the animating ability that is passed in, if it's still currently animating |
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ClearDebugInstantEffects() |
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ClientActivateAbilityFailed ( |
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ClientActivateAbilitySucceed ( |
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ClientActivateAbilitySucceedWithEventData ( |
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ClientCancelAbility ( |
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ClientEndAbility ( |
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ClientPrintDebug_Response |
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ClientSetReplicatedEvent ( |
Replicates the Generic Replicated Event to the client. |
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ClientTryActivateAbility ( |
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ConfirmAbilityTargetData ( |
Sets the current target data and calls applicable callbacks |
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ConsumeAllReplicatedData ( |
Deletes all cached ability client data (Was: ConsumeAbilityTargetData) |
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ConsumeClientReplicatedTargetData ( |
Consumes cached TargetData from client (only TargetData) |
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ConsumeGenericReplicatedEvent ( |
Consumes the given Generic Replicated Event (unsets it). |
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UGameplayAbi... |
CreateNewInstanceOfAbility ( |
Creates a new instance of an ability, storing it in the spec |
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CurrentMontageJumpToSection ( |
Jumps current montage to given section. |
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CurrentMontageSetNextSectionName |
Sets current montages next section name. |
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CurrentMontageSetPlayRate ( |
Sets current montage's play rate |
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CurrentMontageStop ( |
Stops whatever montage is currently playing. |
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Debug_Internal ( |
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DebugCyclicAggregatorBroadcasts ( |
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DebugLine ( |
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DecrementAbilityListLock() |
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DestroyActiveState() |
Cancels all abilities and kills any remaining instanced abilities |
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DisplayDebug ( |
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EndServerAbilityRPCBatch ( |
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ExecuteGameplayCue ( |
GameplayCues can also come on their own. |
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ExecuteGameplayCue ( |
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ExecuteGameplayEffect ( |
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ExecutePeriodicEffect ( |
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FGameplayAbi... |
FindAbilitySpecFromClass ( |
Returns an ability spec corresponding to given ability class. |
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FGameplayAbi... |
FindAbilitySpecFromGEHandle ( |
Returns an ability spec from a GE handle. If modifying call MarkAbilitySpecDirty |
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FGameplayAbi... |
FindAbilitySpecFromHandle ( |
Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty |
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FGameplayAbi... |
FindAbilitySpecFromInputID ( |
Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty |
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FActiveGamep... |
FindActiveGameplayEffectHandle ( |
Gets the GE Handle of the GE that granted the passed in Ability |
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FindAllAbilitiesMatchingQuery ( |
Returns an array with all abilities that match the provided Gameplay Tag Query |
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FindAllAbilitiesWithInputID ( |
Returns an array with all abilities bound to an Input ID value |
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FindAllAbilitiesWithTags ( |
Returns an array with all abilities that match the provided tags |
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FindAllAbilitySpecsFromInputID ( |
Returns all abilities with the given InputID |
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ForceAvatarReplication() |
Replication |
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ForceCancelAbilityDueToReplication ( |
Force cancels the ability and does not replicate this to the other side. |
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GetAbilityActiveTasks ( |
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float |
GetAbilityLastActivatedTime() |
Returns local world time that an ability was activated. |
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const TArray... |
GetActivatableAbilities() |
Functions meant to be called from GameplayAbility and subclasses, but not meant for general use |
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GetActivatableAbilities() |
Returns the list of all activatable abilities. |
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GetActivatableGameplayAbilitySpecsByAllMatchingTags ( |
Gets all Activatable Gameplay Abilities that match all tags in GameplayTagContainer AND for which DoesAbilitySatisfyTagRequirements() is true. |
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FActiveGamep... |
GetActiveEffectEventSet ( |
Returns delegate structure that allows binding to several gameplay effect changes |
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GetActiveEffects ( |
Returns list of active effects, for a query |
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TArray< floa... |
GetActiveEffectsDuration ( |
Gets total duration for all effects that match query |
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float |
GetActiveEffectsEndTime ( |
This will give the world time that all effects matching this query will be finished. |
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GetActiveEffectsEndTimeAndDuration ( |
Returns end time and total duration |
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float |
GetActiveEffectsEndTimeWithInstigators ( |
This will give the world time that all effects matching this query will be finished. |
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TArray< floa... |
GetActiveEffectsTimeRemaining ( |
Gets time remaining for all effects that match query |
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GetActiveEffectsTimeRemainingAndDuration ( |
Gets both time remaining and total duration for all effects that match query |
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GetActiveEffectsWithAllTags ( |
Returns list of active effects that have all of the passed in tags |
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const FActiv... |
GetActiveGameplayEffect ( |
Returns const pointer to the actual active gameplay effect structure |
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GetActiveGEDebugString ( |
Returns debug string describing active gameplay effect |
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GetAggregatedStackCount ( |
Returns the sum of StackCount of all gameplay effects that pass query |
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GetAllAbilities ( |
Returns an array with all granted ability handles |
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GetAllActiveGameplayEffectSpecs ( |
Makes a copy of all the active effects on this ability component |
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GetAllAttributes ( |
Returns a list of all attributes for this abilty system component |
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UGameplayAbi... |
GetAnimatingAbility() |
Returns the current animating ability |
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const UAttri... |
GetAttributeSet ( |
Returns a reference to the Attribute Set instance, if one exists in this component |
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const UAttri... |
GetAttributeSubobject ( |
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const UAttri... |
GetAttributeSubobjectChecked ( |
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AActor * |
GetAvatarActor() |
Returns the avatar actor for this component |
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AActor * |
GetAvatarActor_Direct() |
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const TArray... |
GetBlockedAbilityBindings() |
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GetBlockedAbilityBindings_Mutable() |
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GetBlockedAbilityTags ( |
Fills TagContainer with BlockedAbilityTags |
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const TArray... |
GetClientDebugStrings() |
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GetClientDebugStrings_Mutable() |
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UAnimMontage... |
GetCurrentMontage() |
Returns montage that is currently playing |
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GetCurrentMontageSectionID() |
Get SectionID of currently playing AnimMontage |
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float |
GetCurrentMontageSectionLength() |
Get length in time of current section |
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GetCurrentMontageSectionName() |
Get SectionName of currently playing AnimMontage |
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float |
GetCurrentMontageSectionTimeLeft() |
Returns amount of time left in current section |
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GetCurrentStackCount ( |
Returns current stack count of an already applied GE, but given the ability spec handle that was granted by the GE |
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GetCurrentStackCount ( |
Returns current stack count of an already applied GE |
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FGameplayEff... |
GetEffectContextFromActiveGEHandle ( |
Retrieves the EffectContext of the GameplayEffect of the active GameplayEffect. |
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float |
GetFilteredAttributeValue ( |
Returns an attribute value, after applying tag filters |
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float |
GetGameplayAttributeValue ( |
Returns the current value of the given gameplay attribute, or zero if the attribute is not found. |
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FOnGameplayA... |
GetGameplayAttributeValueChangeDelegate ( |
Register for when an attribute value changes |
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const UGamep... |
GetGameplayEffectCDO ( |
Returns a const pointer to the gameplay effect CDO associated with an active handle. |
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GetGameplayEffectCount ( |
Get the count of the specified source effect on the ability system component. |
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const UGamep... |
GetGameplayEffectDefForHandle ( |
Gets the FActiveGameplayEffect based on the passed in Handle |
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float |
GetGameplayEffectDuration ( |
Returns the total duration of a gameplay effect |
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float |
GetGameplayEffectMagnitude ( |
Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. |
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const FGamep... |
GetGameplayEffectSourceTagsFromHandle ( |
Get the source tags from the gameplay spec represented by the specified handle, if possible |
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GetGameplayEffectStartTimeAndDuration ( |
Return start time and total duration of a gameplay effect |
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const FGamep... |
GetGameplayEffectTargetTagsFromHandle ( |
Get the target tags from the gameplay spec represented by the specified handle, if possible |
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GetGameplayTagCount ( |
Returns the current count of the given gameplay tag. |
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const FGamep... |
GetIncomingDurationCapture() |
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FProperty &#... |
GetIncomingDurationProperty() |
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const FMinim... |
GetMinimalReplicationTags() |
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FMinimalRepl... |
GetMinimalReplicationTags_Mutable() |
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GetNumActiveGameplayEffects() |
Returns the number of gameplay effects that are currently active on this ability system component |
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float |
GetNumericAttribute ( |
Returns current (final) value of an attribute |
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float |
GetNumericAttributeBase ( |
Gets the base value of an attribute. That is, the value of the attribute with no stateful modifiers |
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float |
GetNumericAttributeChecked ( |
Returns current (final) value of an attribute |
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const UAttri... |
GetOrCreateAttributeSubobject ( |
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const FGamep... |
GetOutgoingDurationCapture() |
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FProperty &#... |
GetOutgoingDurationProperty() |
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AActor * |
GetOwnerActor() |
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FPredictionK... |
GetPredictionKeyForNewAction() |
Returns the prediction key that should be used for any actions |
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const FGamep... |
GetRepAnimMontageInfo() |
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FGameplayAbi... |
GetRepAnimMontageInfo_Mutable() |
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FAbilityRepl... |
GetReplicatedDataOfGenericReplicatedEvent ( |
Gets replicated data of the given Generic Replicated Event. |
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const FMinim... |
GetReplicatedLooseTags() |
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FMinimalRepl... |
GetReplicatedLooseTags_Mutable() |
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IAbilitySyst... |
GetReplicationInterface() |
Who to route replication through if ReplicationProxyEnabled (if this returns null, when ReplicationProxyEnabled, we wont replicate) |
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const TArray... |
GetServerDebugStrings() |
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GetServerDebugStrings_Mutable() |
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const T *... |
GetSet() |
Attributes Finds existing AttributeSet |
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const T *... |
GetSetChecked() |
Finds existing AttributeSet. Asserts if it isn't there. |
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const TArray... |
GetSpawnedAttributes() |
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GetSpawnedAttributes_Mutable() |
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GetTagCount ( |
Returns the number of instances of a given tag |
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GetUserAbilityActivationInhibited() |
Input handling/targeting |
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FGameplayAbi... |
GiveAbility ( |
GameplayAbilities |
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FGameplayAbi... |
GiveAbilityAndActivateOnce ( |
Grants an ability and attempts to activate it exactly one time, which will cause it to be removed. |
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HandleChangeAbilityCanBeCanceled ( |
Called when an ability is cancellable or not. |
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HandleDeferredGameplayCues ( |
Handle GameplayCues that may have been deferred while doing the NetDeltaSerialize and waiting for the avatar actor to get loaded |
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HandleGameplayEvent ( |
Executes a gameplay event. |
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HasAttributeSetForAttribute ( |
Does this ability system component have this attribute? |
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HasAuthorityOrPredictionKey ( |
Returns true if this is running on the server or has a valid prediciton key |
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HasNetworkAuthorityToActivateTriggeredAbility ( |
Returns true if the specified ability should be activated from an event in this network mode |
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HasNetworkAuthorityToApplyGameplayEffect ( |
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IncrementAbilityListLock() |
Called from FScopedAbilityListLock |
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InitAbilityActorInfo |
Initialized the Abilities' ActorInfo - the structure that holds information about who we are acting on and who controls us. |
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InitDefaultGameplayCueParameters ( |
Will initialize gameplay cue parameters with this ASC's Owner (Instigator) and AvatarActor (EffectCauser) |
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const UAttri... |
InitStats ( |
Initializes starting attributes from a data table. |
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InputCancel() |
Sends a local player Input Cancel event, notifying abilities |
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InputConfirm() |
Sends a local player Input Confirm event, notifying abilities |
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InternalServerTryActivateAbility ( |
Implementation of ServerTryActivateAbility |
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InternalTryActivateAbility ( |
Attempts to activate the given ability, will only work if called from the correct client/server context |
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InvokeGameplayCueEvent ( |
Handles gameplay cue events from external sources |
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InvokeGameplayCueEvent ( |
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InvokeGameplayCueEvent ( |
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InvokeReplicatedEvent ( |
Calls local callbacks that are registered with the given Generic Replicated Event |
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InvokeReplicatedEventWithPayload ( |
Calls local callbacks that are registered with the given Generic Replicated Event |
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IsAbilityInputBlocked ( |
Checks if the ability system is currently blocking InputID. |
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IsAnimatingAbility ( |
Returns true if the passed in ability is the current animating ability |
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IsGameplayCueActive ( |
Allows polling to see if a GameplayCue is active. |
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IsGenericCancelInputBound ( |
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IsGenericConfirmInputBound ( |
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IsOwnerActorAuthoritative() |
Returns true if this component's actor has authority |
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IsReadyForGameplayCues() |
Are we ready to invoke gameplaycues yet? |
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IsReadyForReplicatedMontage() |
Returns true if we are ready to handle replicated montage information |
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FGameplayAbi... |
K2_GiveAbility ( |
Grants a Gameplay Ability and returns its handle. |
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FGameplayAbi... |
K2_GiveAbilityAndActivateOnce ( |
Grants a Gameplay Ability, activates it once, and removes it. |
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K2_InitStats ( |
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LocalInputCancel() |
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LocalInputConfirm() |
Handle confirm/cancel for target actors |
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FGameplayEff... |
MakeEffectContext() |
Create an EffectContext for the owner of this AbilitySystemComponent |
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FGameplayEff... |
MakeOutgoingSpec ( |
Get an outgoing GameplayEffectSpec that is ready to be applied to other things. |
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MarkAbilitySpecDirty ( |
Call to mark that an ability spec has been modified |
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ModifyActiveEffectStartTime ( |
Modify the start time of a gameplay effect, to deal with timers being out of sync originally |
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MonitoredTagChanged ( |
Callback that is called when an owned tag bound to an ability changes |
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NotifyAbilityActivated ( |
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NotifyAbilityCommit ( |
Call notify callbacks above |
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NotifyAbilityEnded ( |
Called from the ability to let the component know it is ended |
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NotifyAbilityFailed ( |
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NotifyTagMap_StackCountChange ( |
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FOnGivenActi... |
OnAnyGameplayEffectRemovedDelegate() |
Called when any gameplay effects are removed |
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OnAttributeAggregatorDirty ( |
Callbacks / Notifies (these need to be at the UObject level so we can safely bind, rather than binding to raw at the ActiveGameplayEffect/Container level which is unsafe if the AbilitySystemComponent were killed). |
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OnAvatarActorDestroyed ( |
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OnClientActivateAbilityCaughtUp ( |
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OnClientPrintDebug_Response |
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OnGameplayEffectAppliedToSelf ( |
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OnGameplayEffectAppliedToTarget ( |
This ASC has successfully applied a GE to something (potentially itself) |
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OnGameplayEffectDurationChange ( |
Called when the duration of a gamepaly effect has changed |
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FOnActiveGam... |
OnGameplayEffectRemoved_InfoDelegate ( |
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FOnActiveGam... |
OnGameplayEffectStackChangeDelegate ( |
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FOnActiveGam... |
OnGameplayEffectTimeChangeDelegate ( |
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OnGiveAbility ( |
Will be called from GiveAbility or from OnRep. |
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OnImmunityBlockGameplayEffect ( |
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OnMagnitudeDependencyChange ( |
Called when attribute magnitudes change, to forward information to dependent gameplay effects |
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OnOwnerActorDestroyed ( |
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OnPeriodicGameplayEffectExecuteOnSelf ( |
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OnPeriodicGameplayEffectExecuteOnTarget ( |
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OnPlayerControllerSet() |
Called when the ASC's AbilityActorInfo has a PlayerController set. |
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OnPredictiveGameplayCueCatchup ( |
Called for predictively added gameplay cue. |
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OnPredictiveMontageRejected ( |
Called when a prediction key that played a montage is rejected |
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OnRemoveAbility ( |
Will be called from RemoveAbility or from OnRep. Unbinds inputs with the given ability |
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OnRep_ActivateAbilities() |
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OnRep_ClientDebugString() |
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OnRep_OwningActor() |
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OnRep_ReplicatedAnimMontage() |
Replicated Event for AnimMontages |
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OnRep_ServerDebugString() |
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OnServerPrintDebug_Request() |
Virtual function games can override to do their own stuff when either ServerPrintDebug function runs on the server |
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OnShowDebugInfo ( |
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OnSpawnedAttributesEndPlayed ( |
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OnTagUpdated ( |
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float |
PlayMontage ( |
AnimMontage Support |
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float |
PlayMontageSimulated ( |
Plays a montage without updating replication/prediction structures. |
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PressInputID ( |
Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities |
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PrintAllGameplayEffects() |
Print a debug list of all gameplay effects |
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PrintDebug() |
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RecomputeGameplayEffectStartTimes ( |
Called whenever the server time replicates via the game state to keep our cooldown timers in sync with the server |
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RefreshAbilityActorInfo() |
This will refresh the Ability's ActorInfo structure based on the current ActorInfo. |
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FDelegateHan... |
RegisterAndCallGameplayTagEvent ( |
Register a tag event and immediately call it |
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FOnGameplayA... |
RegisterGameplayAttributeEvent ( |
Register for when an attribute value changes, should be replaced by GetGameplayAttributeValueChangeDelegate |
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FOnGameplayE... |
RegisterGameplayTagEvent ( |
Allow events to be registered for specific gameplay tags being added or removed |
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FOnGameplayE... |
RegisterGenericGameplayTagEvent() |
Returns multicast delegate that is invoked whenever a tag is added or removed (but not if just count is increased. Only for 'new' and 'removed' events) |
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ReinvokeActiveGameplayCues() |
Invokes the WhileActive event for all GCs on active, non inhibited, GEs. |
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ReleaseInputID ( |
Sends a local player Input Released event with the provided Input ID, notifying any bound abilities |
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RemoteEndOrCancelAbility ( |
Called by ServerEndAbility and ClientEndAbility; avoids code duplication. |
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RemoveActiveEffects ( |
Removes all active effects that match given query. StacksToRemove=-1 will remove all stacks. |
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RemoveActiveEffectsWithAppliedTags ( |
Removes all active effects that apply any of the tags in Tags |
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RemoveActiveEffectsWithGrantedTags ( |
Removes all active effects that grant any of the tags in Tags |
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RemoveActiveEffectsWithSourceTags ( |
Removes all active effects with captured source tags that contain any of the tags in Tags |
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RemoveActiveEffectsWithTags ( |
Removes all active effects that contain any of the tags in Tags |
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RemoveActiveGameplayEffect ( |
Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks. |
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RemoveActiveGameplayEffect_NoReturn ( |
This only exists so it can be hooked up to a multicast delegate |
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RemoveActiveGameplayEffectBySourceEffect ( |
Remove active gameplay effects whose backing definition are the specified gameplay effect class |
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RemoveAllGameplayCues() |
Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect. |
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RemoveGameplayCue ( |
Remove a persistent gameplay cue |
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RemoveGameplayCue_Internal ( |
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RemoveGameplayCue_MinimalReplication ( |
Remove gameplaycue for minimal replication mode. |
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RemoveGameplayEventTagContainerDelegate ( |
Remotes previously registered delegate |
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RemoveLooseGameplayTag ( |
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RemoveLooseGameplayTags ( |
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RemoveMinimalReplicationGameplayTag ( |
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RemoveMinimalReplicationGameplayTags ( |
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RemoveReplicatedLooseGameplayTag ( |
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RemoveReplicatedLooseGameplayTags ( |
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ReplicateEndOrCancelAbility ( |
Replicate that an ability has ended/canceled, to the client or server as appropriate |
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ResetTagMap() |
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ServerAbilityRPCBatch ( |
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ServerAbilityRPCBatch_Internal ( |
Overridable function for sub classes. |
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ServerCancelAbility ( |
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ServerCurrentMontageJumpToSectionName ( |
RPC function called from CurrentMontageJumpToSection, replicates to other clients |
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ServerCurrentMontageSetNextSectionName ( |
RPC function called from CurrentMontageSetNextSectopnName, replicates to other clients |
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ServerCurrentMontageSetPlayRate ( |
RPC function called from CurrentMontageSetPlayRate, replicates to other clients |
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ServerEndAbility ( |
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ServerPrintDebug_Request() |
Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response |
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ServerPrintDebug_RequestWithStrings |
Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays |
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ServerSetInputPressed ( |
Direct Input state replication. |
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ServerSetInputReleased ( |
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ServerSetReplicatedEvent ( |
Synchronization RPCs While these appear to be state, these are actually synchronization events w/ some payload data |
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ServerSetReplicatedEventWithPayload ( |
Replicates the Generic Replicated Event to the server with payload. |
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ServerSetReplicatedTargetData ( |
Replicates targeting data to the server |
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ServerSetReplicatedTargetDataCancelled ( |
Replicates to the server that targeting has been cancelled |
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ServerTryActivateAbility ( |
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ServerTryActivateAbilityWithEventData ( |
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SetActiveGameplayEffectLevel ( |
Updates the level of an already applied gameplay effect. |
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SetActiveGameplayEffectLevelUsingQuery ( |
Updates the level of an already applied gameplay effect. |
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SetAvatarActor ( |
Changes the avatar actor, leaves the owner actor the same |
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SetAvatarActor_Direct ( |
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SetBaseAttributeValueFromReplication ( |
Call from OnRep functions to set the attribute base value on the client |
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SetBaseAttributeValueFromReplication ( |
Call from OnRep functions to set the attribute base value on the client |
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SetBlockAbilityBindingsArray ( |
Initializes BlockedAbilityBindings variable |
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SetBlockedAbilityBindings |
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SetClientDebugStrings |
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SetLooseGameplayTagCount ( |
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SetMinimalReplicationTags ( |
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SetMontageRepAnimPositionMethod ( |
Method to set the replication method for the position in the montage |
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SetNumericAttribute_Internal ( |
Actually pushes the final attribute value to the attribute set's property. |
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SetNumericAttributeBase ( |
Sets the base value of an attribute. |
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SetOwnerActor ( |
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SetRemoveAbilityOnEnd ( |
Sets an ability spec to remove when its finished. |
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SetRepAnimMontageInfo ( |
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SetReplicatedLooseGameplayTagCount ( |
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SetReplicationMode ( |
When true, we will not replicate active gameplay effects for this ability system component, so attributes and tags |
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SetServerDebugStrings |
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SetSpawnedAttributes ( |
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SetTagMapCount ( |
Forcibly sets the number of instances of a given tag |
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SetUserAbilityActivationInhibited ( |
Disable or Enable a local user from being able to activate abilities. |
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ShouldDoServerAbilityRPCBatch() |
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ShouldSendClientDebugStringsToServer() |
Determines whether to call ServerPrintDebug_Request or ServerPrintDebug_RequestWithStrings. |
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StopMontageIfCurrent ( |
Stops current montage if it's the one given as the Montage param |
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TargetCancel() |
Any active targeting actors will be stopped and canceled, not returning any targeting data |
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TargetConfirm() |
Any active targeting actors will be told to stop and return current targeting data |
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TriggerAbilityFromGameplayEvent ( |
Triggers an ability from a gameplay event, will only trigger on local/server depending on execution flags |
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TryActivateAbilitiesByTag ( |
Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). |
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TryActivateAbility ( |
Attempts to activate the given ability, will check costs and requirements before doing so. |
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TryActivateAbilityByClass ( |
Attempts to activate the ability that is passed in. |
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UnBlockAbilitiesWithTags ( |
Block or cancel blocking for specific ability tags |
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UnBlockAbilityByInputID ( |
Block or cancel blocking for specific input IDs |
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UnregisterGameplayTagEvent ( |
Unregister previously added events |
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UpdateActiveGameplayEffectSetByCallerMagnitude ( |
Dynamically update the set-by-caller magnitude for an active gameplay effect |
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UpdateActiveGameplayEffectSetByCallerMagnitudes ( |
Dynamically update multiple set-by-caller magnitudes for an active gameplay effect |
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UpdateTagMap ( |
Update the number of instances of a given tag and calls callback |
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UpdateTagMap ( |
Update the number of instances of a given tag and calls callback |
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UpdateTagMap_Internal ( |
Name | Description | ||
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GetShouldTick() |
Retrieves information whether this component should be ticking taken current activity into consideration |
Name | Description | ||
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BeginPlay() |
Begins Play for the component. |
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InitializeComponent() |
Initializes the component. |
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OnComponentDestroyed ( |
Called when a component is destroyed |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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ReplicateSubobjects ( |
Allows a component to replicate other subobject on the actor |
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TickComponent ( |
Function called every frame on this ActorComponent. |
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UninitializeComponent() |
Handle this component being Uninitialized. |
Name | Description | ||
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GetSubobjectsWithStableNamesForNetworking |
Returns a list of sub-objects that have stable names for networking |
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PostNetReceive() |
Called right after receiving a bunch |
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PreNetReceive() |
Called right before receiving a bunch |
Name | Description | ||
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AActor * |
GetGameplayTaskAvatar ( |
Returns avatar actor to be used for a specific task, normally GetAvatarActor |
Name | Description | ||
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GetOwnedGameplayTags ( |
Get any owned gameplay tags on the asset |
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HasAllMatchingGameplayTags ( |
Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags) |
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HasAnyMatchingGameplayTags ( |
Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags) |
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HasMatchingGameplayTag ( |
Gameplay tag operations Implements IGameplayTagAssetInterface using the TagCountContainer |
Name |
Description |
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FAbilityAbilityKey |
Used to register callbacks to ability-key input |
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FAbilityConfirmOrCancel |
Used to register callbacks to confirm/cancel input |
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FAbilityListLockActiveChange |
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FAbilitySystemComponentDebugInfo |
Debugging |
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FPendingAbilityInfo |
A pending activation that cannot be activated yet, will be rechecked at a later point |
Name |
Description |
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FOnGameplayEffectAppliedDelegate |
Delegate for when an effect is applied |
Name | Description | ||
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AActor * |
AvatarActor |
This will be made private in future engine versions. Use SetAvatarActor or GetAvatarActor instead. |
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BlockedAbilityBindings |
This will be made private in future engine versions. Use SetBlockedAbilityBindings, GetBlockedAbilityBindings, or GetBlockedAbilityBindings_Mutable instead. |
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ClientDebugStrings |
This will be made private in future engine versions. Use SetClientDebugStrings, GetClientDebugStrings, or GetClientDebugStrings_Mutable instead. |
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MinimalReplicationTags |
This will be made private in future engine versions. Use SetMinimalReplicationTags, GetMinimalReplicationTags, or GetMinimalReplicationTags_Mutable instead. |
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AActor * |
OwnerActor |
This will be made private in future engine versions. Use SetOwnerActor or GetOwnerActor instead. |
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RepAnimMontageInfo |
This will be made private in future engine versions. Use SetRepAnimMontageInfo, GetRepAnimMontageInfo, or GetRepAnimMontageInfo_Mutable instead. |
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ServerDebugStrings |
This will be made private in future engine versions. Use SetServerDebugStrings, GetServerDebugStrings, or GetServerDebugStrings_Mutable instead. |
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SpawnedAttributes |
This will be made private in future engine versions. Use SetSpawnedAttributes, GetSpawnedAttributes, or GetSpawnedAttributes_Mutable instead. |
Name | Description | ||
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const T *... |
AddDefaultSubobjectSet ( |
AddDefaultSubobjectSet is deprecated. Use AddAttributeSetSubobject instead. |
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FOnActiveGam... |
OnGameplayEffectRemovedDelegate ( |
Use OnGameplayEffectRemoved_InfoDelegate (the delegate signature has changed) |