Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
Include |
#include "GameplayEffect.h" |
UCLASS(Blueprintable, Meta=(ShortTooltip="A GameplayEffect modifies attributes and tags."))
class UGameplayEffect :
public UObject,
public IGameplayTagAssetInterface
UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.
Name | Description | ||
---|---|---|---|
|
ApplicationRequirements |
||
|
ApplicationTagRequirements |
Tag requirements for this GameplayEffect to be applied to a target. |
|
|
bClearStackOnOverflow |
If true, the entire stack of the effect will be cleared once it overflows |
|
|
bDenyOverflowApplication |
If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed |
|
|
bExecutePeriodicEffectOnApplication |
If true, the effect executes on application and then at every period interval. |
|
|
bRequireModifierSuccessToTriggerCues |
If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions) |
|
|
bSuppressStackingCues |
If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect. |
|
|
ChanceToApplyToTarget |
Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always) |
|
|
ConditionalGameplayEffects |
Other gameplay effects that will be applied to the target of this effect if this effect applies |
|
|
DurationMagnitude |
Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration. |
|
|
DurationPolicy |
Policy for the duration of this effect |
|
|
Executions |
||
|
GameplayCues |
Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc |
|
|
GrantedAbilities |
Granted abilities |
|
|
GrantedApplicationImmunityQuery |
Grants immunity to GameplayEffects that match this query. |
|
|
GrantedApplicationImmunityTags |
Grants the owner immunity from these source tags. |
|
|
HasGrantedApplicationImmunityQuery |
Cached !GrantedApplicationImmunityQuery.IsEmpty(). Set on PostLoad. |
|
|
HasRemoveGameplayEffectsQuery |
Cached !RemoveGameplayEffectsQuery.IsEmpty(). Set on PostLoad. |
|
|
InheritableGameplayEffectTags |
Tag Containers The GameplayEffect's Tags: tags the the GE has and DOES NOT give to the actor. |
|
|
InheritableOwnedTagsContainer |
"These tags are applied to the actor I am applied to" |
|
|
Modifiers |
Array of modifiers that will affect the target of this effect |
|
|
OngoingTagRequirements |
Once Applied, these tags requirements are used to determined if the GameplayEffect is "on" or "off". |
|
|
OverflowEffects |
Effects to apply when a stacking effect "overflows" its stack count through another attempted application. |
|
|
Period |
Period in seconds. 0.0 for non-periodic effects |
|
|
PeriodicInhibitionPolicy |
||
|
PrematureExpirationEffectClasses |
Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration |
|
|
RemovalTagRequirements |
Tag requirements that if met will remove this effect. Also prevents effect application. |
|
|
RemoveGameplayEffectQuery |
On Application of an effect, any active effects with this this query that matches against the added effect will be removed. |
|
|
RemoveGameplayEffectsWithTags |
GameplayEffects that have tags in this container will be cleared upon effect application. |
|
|
RoutineExpirationEffectClasses |
Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration |
|
|
StackDurationRefreshPolicy |
Policy for how the effect duration should be refreshed while stacking |
|
|
StackExpirationPolicy |
Policy for how to handle duration expiring on this gameplay effect |
|
|
StackingType |
Stacking How this GameplayEffect stacks with other instances of this same GameplayEffect |
|
|
StackLimitCount |
Stack limit for StackingType |
|
|
StackPeriodResetPolicy |
Policy for how the effect period should be reset (or not) while stacking |
|
|
UIData |
Data for the UI representation of this effect. |
Name | Description | |
---|---|---|
|
UGameplayEffect ( |
Name | Description | ||
---|---|---|---|
|
UpdateInheritedTagProperties() |
Update all the InheritedTagContainers |
|
|
ValidateGameplayEffect() |
Check for any errors |
Name | Description | ||
---|---|---|---|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
|
PreSave ( |
Presave function. |
Name | Description | ||
---|---|---|---|
|
GetOwnedGameplayTags ( |
Get any owned gameplay tags on the asset |
Name |
Description |
---|---|
INFINITE_DURATION |
These are deprecated but remain for backwards compat, please use FGameplayEffectConstants:: instead. |
INSTANT_APPLICATION |
|
INVALID_LEVEL |
|
NO_PERIOD |
Name | Description | ||
---|---|---|---|
|
TargetEffectClasses_DEPRECATED |
|
Name | Description | ||
---|---|---|---|
|
PreSave ( |
Use version that takes FObjectPreSaveContext instead. |