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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h |
Include |
#include "AbilitySystemGlobals.h" |
UCLASS(Config=Game)
class UAbilitySystemGlobals : public UObject
Holds global data for the ability system. Can be configured per project via config file
Name | Description | ||
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AbilityFindAssetInEditorCallbacks |
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AbilityOpenAssetInEditorCallbacks |
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AbilitySystemDebugStrings |
Global place to accumulate debug strings for ability system component. |
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AbilitySystemGlobalsClassName |
The class to instantiate as the globals object. Defaults to this class but can be overridden |
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ActivateFailCooldownName |
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ActivateFailCooldownTag |
TryActivate failed due to being on cooldown |
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ActivateFailCostName |
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ActivateFailCostTag |
TryActivate failed due to not being able to spend costs |
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ActivateFailIsDeadName |
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ActivateFailIsDeadTag |
TryActivate failed due to being dead |
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ActivateFailNetworkingName |
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ActivateFailNetworkingTag |
Failed to activate due to invalid networking settings, this is designer error |
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ActivateFailTagsBlockedName |
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ActivateFailTagsBlockedTag |
TryActivate failed due to being blocked by other abilities |
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ActivateFailTagsMissingName |
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ActivateFailTagsMissingTag |
TryActivate failed due to missing required tags |
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bAllowGameplayModEvaluationChannels |
Whether the game should allow the usage of gameplay mod evaluation channels or not |
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bIgnoreAbilitySystemCooldowns |
If we should ignore the cooldowns when activating abilities in the ability system. |
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bIgnoreAbilitySystemCosts |
If we should ignore the costs when activating abilities in the ability system. |
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bUseDebugTargetFromHud |
Set to true if you want the "ShowDebug AbilitySystem" cheat to use the hud's debug target instead of the ability system's debug target. |
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DefaultGameplayModEvaluationChannel |
The default mod evaluation channel for the game |
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GameplayCueNotifyPaths |
Look in these paths for GameplayCueNotifies. These are your "always loaded" set. |
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FName[static_ca... |
GameplayModEvaluationChannelAliases |
Game-specified named aliases for gameplay mod evaluation channels; Only those with valid aliases are eligible to be used in a game (except Channel0, which is always valid) |
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GameplayTagResponseTable |
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GameplayTagResponseTableName |
The class to instantiate as the GameplayTagResponseTable. |
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GlobalAttributeDefaultsTables |
Curve tables containing default values for attribute sets, keyed off of Name/Levels |
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UDataTable *... |
GlobalAttributeMetaDataTable |
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GlobalAttributeMetaDataTableName |
Holds information about the valid attributes' min and max values and stacking rules |
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GlobalAttributeSetDefaultsTableName |
Holds default values for attribute sets, keyed off of Name/Levels. |
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GlobalAttributeSetDefaultsTableNames |
Array of curve table names to use for default values for attribute sets, keyed off of Name/Levels |
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TSharedPtr< FAt... |
GlobalAttributeSetInitter |
Used to initialize attribute sets |
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UCurveTable ... |
GlobalCurveTable |
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GlobalCurveTableName |
Name of global curve table to use as the default for scalable floats, etc. |
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GlobalGameplayCueManager |
Manager for all gameplay cues |
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GlobalGameplayCueManagerClass |
Class reference to gameplay cue manager. |
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GlobalGameplayCueManagerName |
Object reference to gameplay cue manager (E.g., reference to a specific blueprint of your GameplayCueManager class. This is not necessary unless you want to have data or blueprints in your gameplay cue manager. |
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MinimalReplicationTagCountBits |
How many bits to use for "number of tags" in FMinimapReplicationTagCountMap::NetSerialize. |
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OnClientServerDebugAvailable |
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PredictTargetGameplayEffects |
Set to true if you want clients to try to predict gameplay effects done to targets. |
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RegisteredReimportCallback |
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ReplicateActivationOwnedTags |
Set to true if you want tags granted to owners from ability activations to be replicated. |
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TargetDataStructCache |
Name | Description | |
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UAbilitySystemGlobals ( |
Name | Description | ||
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AddAttributeDefaultTables ( |
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FGameplayAbi... |
AllocAbilityActorInfo() |
Should allocate a project specific AbilityActorInfo struct. Caller is responsible for deallocation |
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AllocAttributeSetInitter() |
Initialize FAttributeSetInitter. |
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FGameplayEff... |
AllocGameplayEffectContext() |
Should allocate a project specific GameplayEffectContext struct. |
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AutomationTestOnly_SetGlobalAttributeDataTable ( |
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DeriveGameplayCueTagFromAssetName ( |
Sets a default gameplay cue tag using the asset's name. Returns true if it changed the tag. |
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DeriveGameplayCueTagFromClass ( |
Sets a default gameplay cue tag using the asset's class |
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GameplayEffectPostEditChangeProperty ( |
Allows projects to override PostEditChangeProeprty on GEs without having to subclass Gameplayeffect. Intended for validation/auto populating based on changed data. |
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UAbilitySyst... |
Get() |
Gets the single instance of the globals object, will create it as necessary |
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UAbilitySyst... |
GetAbilitySystemComponentFromActor |
Searches the passed in actor for an ability system component, will use IAbilitySystemInterface or fall back to a component search |
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FAttributeSe... |
GetAttributeSetInitter() |
Returns data used to initialize attributes to their default values |
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UFunction &#... |
GetGameplayCueFunction ( |
Searches the passed in class to look for a UFunction implementing the gameplay cue tag, sets MatchedTag to the exact tag found |
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UGameplayCue... |
GetGameplayCueManager() |
Returns the gameplay cue manager singleton object, creating if necessary |
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GetGameplayCueNotifyPaths() |
Path where the engine will load gameplay cue notifies from |
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const FName ... |
GetGameplayModEvaluationChannelAlias ( |
Simple index-based accessor to the alias name for the specified gameplay mod evaluation channel, if any |
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const FName ... |
GetGameplayModEvaluationChannelAlias ( |
Simple channel-based accessor to the alias name for the specified gameplay mod evaluation channel, if any |
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UGameplayTag... |
GetGameplayTagResponseTable() |
Returns the gameplay tag response object, creating if necessary |
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UDataTable &... |
GetGlobalAttributeMetaDataTable() |
Returns the data table defining attribute metadata ( Currently not in use) |
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UCurveTable ... |
GetGlobalCurveTable() |
Returns the globally registered curve table |
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GlobalPreGameplayEffectSpecApply ( |
Global callback that can handle game-specific code that needs to run before applying a gameplay effect spec |
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HandlePreLoadMap ( |
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InitAttributeDefaults() |
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InitGameplayCueParameters ( |
Initialize GameplayCue Parameters |
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InitGameplayCueParameters ( |
Initialize GameplayCue Parameters |
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InitGameplayCueParameters_GESpec ( |
Initialize GameplayCue Parameters |
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InitGlobalData() |
Should be called once as part of project setup to load global data tables and tags |
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InitGlobalTags() |
Initialize global tags by reading from config using the names and creating tags for use at runtime |
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InitTargetDataScriptStructCache() |
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T * |
InternalGetLoadTable ( |
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IsAbilitySystemGlobalsInitialized() |
Returns true if InitGlobalData has been called |
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IsGameplayModEvaluationChannelValid ( |
Returns whether the specified gameplay mod evaluation channel is valid for use or not. |
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ListPlayerAbilities() |
Show all abilities currently assigned to the local player |
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NonShipping_ApplyGlobalAbilityScaler_Duration ( |
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NonShipping_ApplyGlobalAbilityScaler_Rate ( |
Helper functions for applying global scaling to various ability system tasks. |
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Notify_FindAssetInEditor ( |
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Notify_OpenAssetInEditor ( |
To add functionality for opening assets directly from the game. |
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OnPreBeginPIE ( |
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OnTableReimported ( |
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PopCurrentAppliedGE() |
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PushCurrentAppliedGE ( |
Override to handle global state when gameplay effects are being applied |
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ReloadAttributeDefaults() |
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ResetCachedData() |
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ServerActivatePlayerAbility ( |
Force server activation of a specific player ability (useful for cheat testing) |
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ServerCancelPlayerAbility ( |
Force server cancellation of a specific player ability (useful for cheat testing) |
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ServerEndPlayerAbility ( |
Force server deactivation of a specific player ability (useful for cheat testing) |
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SetCurrentAppliedGE ( |
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ShouldAllowGameplayModEvaluationChannels() |
Simple accessor to whether gameplay modifier evaluation channels should be allowed or not |
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ShouldIgnoreCooldowns() |
Returns true if ability cooldowns are ignored, returns false otherwise. |
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ShouldIgnoreCosts() |
Returns true if ability costs are ignored, returns false otherwise. |
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ShouldPredictTargetGameplayEffects() |
Returns true if the ability system should try to predict gameplay effects applied to non local targets |
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ShouldReplicateActivationOwnedTags() |
Returns true if tags granted to owners from ability activations should be replicated |
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StartAsyncLoadingObjectLibraries() |
Trigger async loading of the gameplay cue object libraries. |
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ToggleIgnoreAbilitySystemCooldowns() |
Toggles whether we should ignore ability cooldowns. Does nothing in shipping builds |
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ToggleIgnoreAbilitySystemCosts() |
Toggles whether we should ignore ability costs. Does nothing in shipping builds |
Name |
Description |
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FOnClientServerDebugAvailable |
Called when debug strings are available, to write them to the display |