Abilities

Windows
MacOS
Linux

Filters

Classes

Name

Description

Public class UClass Abstract Blueprintable NotPlaceable

AGameplayAbilityTargetActor

TargetActors are spawned to assist with ability targeting.

Public class UClass Blueprintable

AGameplayAbilityTargetActor_ActorPlacement

Public class UClass Blueprintable

AGameplayAbilityTargetActor_GroundTrace

Public class UClass Blueprintable NotPlaceable

AGameplayAbilityTargetActor_Radius

Selects everything within a given radius of the source actor.

Public class UClass Blueprintable

AGameplayAbilityTargetActor_SingleLineTrace

Public class UClass Abstract Blueprintable NotPlaceable Config

AGameplayAbilityTargetActor_Trace

Intermediate base class for all line-trace type targeting actors.

Public class UClass Blueprintable NotPlaceable

AGameplayAbilityWorldReticle

Reticles allow targeting to be visualized.

Public class UClass NotPlaceable

AGameplayAbilityWorldReticle_ActorVisualization

This is a dummy reticle for internal use by visualization placement tasks.

Public struct UStruct BlueprintType

FAbilityEndedData

Ability Ended Data

Public struct

FAbilityReplicatedData

Payload for generic replicated events

Public struct

FAbilityReplicatedDataCache

Struct defining the cached data for a specific gameplay ability.

Public struct UStruct

FAbilityTaskDebugMessage

Debug message emitted by ability tasks

Public struct UStruct

FAbilityTriggerData

Structure that defines how an ability will be triggered by external events

Public struct UStruct

FAttributeDefaults

Used to initialize default values for attributes

Public struct UStruct BlueprintType

FGameplayAbilityActorInfo

FGameplayAbilityActorInfo

Public struct

FGameplayAbilityInputBinds

Structure that tells AbilitySystemComponent what to bind to an InputComponent (see BindAbilityActivationToInputComponent)

Public struct UStruct

FGameplayAbilityLocalAnimMontage

Data about montages that were played locally (all montages in case of server. predictive montages in case of client).

Public struct UStruct

FGameplayAbilityRepAnimMontage

Data about montages that is replicated to simulated clients

Public struct

FGameplayAbilityReplicatedDataContainer

Associative container of GameplayAbilitySpecs + PredictionKeys > FAbilityReplicatedDataCache .

Public struct UStruct

FGameplayAbilitySpecHandleAndPredictionKey

Used as a key for storing internal ability data

Public struct UStruct

FGameplayAbilityTargetData

A generic structure for targeting data.

Public struct UStruct BlueprintType

FGameplayAbilityTargetData_ActorArray

Target data with a source location and a list of targeted actors, makes sense for AOE attacks

Public struct UStruct BlueprintType

FGameplayAbilityTargetData_LocationInfo

Target data with just a source and target location in space

Public struct UStruct BlueprintType

FGameplayAbilityTargetData_SingleTargetHit

Target data with a single hit result, data is packed into the hit result

Public struct UStruct BlueprintType

FGameplayAbilityTargetDataHandle

Handle for Targeting Data.

Public struct UStruct BlueprintType

FGameplayAbilityTargetingLocationInfo

Structure that stores a location in one of several different formats

Public struct UStruct BlueprintType

FGameplayEventData

Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic

Public struct UStruct BlueprintType

FGameplayTargetDataFilter

Simple actor target filter, games can subclass this

Public struct UStruct BlueprintType

FGameplayTargetDataFilterHandle

Polymorphic handle to filter structure that handles checking if actors should be targeted

Public struct

FScopedServerAbilityRPCBatcher

Helper struct for defining ServerRPC batch windows. If null ASC is passed in, this becomes a noop.

Public struct UStruct

FServerAbilityRPCBatch

This struct holds state to batch server RPC calls: ServerTryActivateAbility, ServerSetReplicatedTargetData, ServerEndAbility.

Public struct UStruct BlueprintType

FWorldReticleParameters

Public class UClass Blueprintable

UGameplayAbility

Abilities define custom gameplay logic that can be activated by players or external game logic

Public class UClass

UGameplayAbility_CharacterJump

Ability that jumps with a character.

Public class UClass

UGameplayAbility_Montage

A gameplay ability that plays a single montage and applies a GameplayEffect

Typedefs

Name

Description

FAbilitySystemComponentPredictionKeyClear

Used for cleaning up predicted data on network clients

FAbilityTargetData

Generic callback for returning when target data is available

FAbilityTargetDataSetDelegate

Generic callback for returning when target data is available

FGameplayAbilityEndedDelegate

Notification delegate definition for when the gameplay ability ends

FGameplayEventMulticastDelegate

Delegate for handling gameplay event data

FGameplayEventTagMulticastDelegate

Delegate for handling gameplay event data, includes tag as the Event Data does not always have it filled out

FGenericAbilityDelegate

Generic delegate for ability 'events'/notifies

FOnGameplayAbilityCancelled

Notification delegate definition for when the gameplay ability is cancelled

FOnGameplayAbilityEnded

UGameplayAbility

FOnGameplayAbilityStateEnded

Used to notify ability state tasks that a state is being ended

FPostLockDelegate

Used to delay execution until we leave a critical section

Enums

Name

Description

Public enum

EAbilityGenericReplicatedEvent::Type

These are generic, nonpayload carrying events that are replicated between the client and server

Public enum

EGameplayAbilityInstancingPolicy::Type

How the ability is instanced when executed.

Public enum

EGameplayAbilityNetExecutionPolicy::Type

Where does an ability execute on the network.

Public enum

EGameplayAbilityNetSecurityPolicy::Type

What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?

Public enum

EGameplayAbilityReplicationPolicy::Type

How an ability replicates state/events to everyone on the network

Public enum

EGameplayAbilityTargetingLocationType::Type

What type of location calculation to use when an ability asks for our transform

Public enum

EGameplayAbilityTriggerSource::Type

Defines what type of trigger will activate the ability, paired to a tag

Public enum

EGameplayTargetingConfirmation::Type

Describes how the targeting information is confirmed

Public enum UEnum

ERepAnimPositionMethod

Enum used by the Ability Rep Anim Montage struct to rep the quantized position or the current section id

Public enum

ETargetDataFilterSelf::Type

Set rather it is possible to target self

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback