GameplayAbilities

Filters

Classes

Name

Description

Public class UClass

AAbilitySystemDebugHUD

Public class UClass Blueprintable, BlueprintType NotPlaceable

AAbilitySystemTestPawn

Public class UClass Blueprintable HideCategories, Meta

AGameplayCueNotify_Actor

An instantiated Actor that acts as a handler of a GameplayCue.

Public struct UStruct BlueprintType

FActiveGameplayCue

Public struct UStruct BlueprintType

FActiveGameplayCueContainer

Public struct UStruct BlueprintType

FActiveGameplayEffect

Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks

Public struct

FActiveGameplayEffectEvents

Callback struct for different types of gameplay effect changes

Public struct UStruct BlueprintType

FActiveGameplayEffectHandle

This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle.

Public class

FActiveGameplayEffectIterator

Public struct UStruct

FActiveGameplayEffectQuery

Generic querying data structure for active GameplayEffects.

Public class

FActiveGameplayEffectQueryCustomMatch_Dynamic

Public struct UStruct

FActiveGameplayEffectsContainer

Active GameplayEffects Container -Bucket of ActiveGameplayEffects -Needed for FFastArraySerialization

Public struct

FAggregator

Public struct

FAggregatorEvaluateMetaData

Data that is used in aggregator evaluation that is intrinsic to the aggregator itself.

Public struct

FAggregatorEvaluateMetaDataLibrary

Public struct

FAggregatorEvaluateParameters

Data that is used in aggregator evaluation that is passed from the caller/game code

Public struct

FAggregatorMod

Public struct

FAggregatorModChannel

Struct representing an individual aggregation channel/depth. Contains mods of all mod op types.

Public struct

FAggregatorModChannelContainer

Struct representing a container of modifier channels

Public struct

FAggregatorModInfo

Public struct

FAggregatorRef

Public struct UStruct

FAttributeBasedFloat

Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue

Public struct UStruct BlueprintType

FAttributeMetaData

DataTable that allows us to define meta data about attributes. Still a work in progress.

Public struct

FAttributeSetInitter

Helper struct that facilitates initializing attribute set default values from spread sheets (UCurveTable ).

Public struct

FAttributeSetInitterDiscreteLevels

Explicit implementation of attribute set initter, relying on the existence and usage of discrete levels for data look-up (that is, CurveTable->Eval is not possible)

Public struct UStruct BlueprintType

FConditionalGameplayEffect

Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied.

Public struct UStruct

FCustomCalculationBasedFloat

Structure to encapsulate magnitudes that are calculated via custom calculation

Public struct

FCustomModifierDependencyHandle

Helper struct to hold data about external dependencies for custom modifiers

Public struct UStruct BlueprintType

FGameplayAbilityActivationInfo

FGameplayAbilityActivationInfo

Public struct UStruct

FGameplayAbilityBindInfo

Example struct that pairs a enum input command to a GameplayAbilityClass.6

Public struct UStruct BlueprintType

FGameplayAbilitySpec

An activatable ability spec, hosted on the ability system component.

Public struct UStruct BlueprintType

FGameplayAbilitySpecContainer

Fast serializer wrapper for above struct

Public struct UStruct BlueprintType

FGameplayAbilitySpecDef

This is data that can be used to create an FGameplayAbilitySpec .

Public struct UStruct BlueprintType

FGameplayAbilitySpecHandle

This file exists in addition so that GameplayEffect.h can use FGameplayAbilitySpec without having to include GameplayAbilityTypes.h which has depancies on GameplayEffect.hHandle that points to a specific granted ability.

Public struct UStruct BlueprintType

FGameplayAttribute

Describes a FGameplayAttributeData or float property inside an attribute set.

Public struct UStruct BlueprintType

FGameplayAttributeData

Place in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute .

Public struct UStruct

FGameplayCueNotifyData

Public struct UStruct

FGameplayCueObjectLibrary

An ObjectLibrary for the GameplayCue Notifies.

Public struct UStruct BlueprintType meta

FGameplayCueParameters

Metadata about a gameplay cue execution

Public struct UStruct

FGameplayCuePendingExecute

Structure to keep track of pending gameplay cues that haven't been applied yet.

Public struct

FGameplayCueReferencePair

Public struct UStruct BlueprintType

FGameplayCueTag

Wrapper struct around a gameplaytag with the GameplayCue category.

Public struct

FGameplayCueTranslationEditorInfo

Public struct

FGameplayCueTranslationEditorOnlyData

Overview of the GameplayCueTranslator system

Public struct UStruct

FGameplayCueTranslationLink

Represents a translation from one FGameplayCueTranslatorNode to many others.

Public struct UStruct

FGameplayCueTranslationManager

This is the struct that does the actual translation.

Public struct

FGameplayCueTranslationNameSwap

Basis for name swaps. This swaps FromName to ToName

Public struct UStruct

FGameplayCueTranslatorNode

A node in our translation table/graph.

Public struct UStruct

FGameplayCueTranslatorNodeIndex

Simple index/handle for referencing items in FGameplayCueTranslationManager::TranslationLUT

Public struct UStruct BlueprintType

FGameplayEffectAttributeCaptureDefinition

Struct defining gameplay attribute capture options for gameplay effects

Public struct UStruct

FGameplayEffectAttributeCaptureSpec

Struct used to hold the result of a gameplay attribute capture; Initially seeded by definition data, but then populated by ability system component when appropriate

Public struct UStruct

FGameplayEffectAttributeCaptureSpecContainer

Struct used to handle a collection of captured source and target attributes

Public struct

FGameplayEffectConstants

Public struct UStruct

FGameplayEffectContext

Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution

Public struct UStruct BlueprintType

FGameplayEffectContextHandle

Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly

Public struct UStruct BlueprintType

FGameplayEffectCue

FGameplayEffectCue This is a cosmetic cue that can be tied to a UGameplayEffect .

Public struct UStruct BlueprintType

FGameplayEffectCustomExecutionOutput

Struct representing the output of a custom gameplay effect execution.

Public struct UStruct BlueprintType

FGameplayEffectCustomExecutionParameters

Struct representing parameters for a custom gameplay effect execution.

Public struct UStruct BlueprintType

FGameplayEffectExecutionDefinition

Struct representing the definition of a custom execution for a gameplay effect.

Public struct UStruct BlueprintType

FGameplayEffectExecutionScopedModifierInfo

Struct representing modifier info used exclusively for "scoped" executions that happen instantaneously.

Public struct

FGameplayEffectModCallbackData

Public struct UStruct

FGameplayEffectModifiedAttribute

Saves list of modified attributes, to use for gameplay cues or later processing

Public struct UStruct

FGameplayEffectModifierMagnitude

Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways

Public struct UStruct BlueprintType

FGameplayEffectQuery

Every set condition within this query must match in order for the query to match.

Public struct UStruct BlueprintType

FGameplayEffectRemovalInfo

Data struct for containing information pertinent to GameplayEffects as they are removed

Public struct UStruct BlueprintType

FGameplayEffectSpec

GameplayEffect Specification.

Public struct UStruct

FGameplayEffectSpecForRPC

This is a cut down version of the gameplay effect spec used for RPCs.

Public struct UStruct BlueprintType

FGameplayEffectSpecHandle

Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets.

Public struct UStruct

FGameplayModEvaluationChannelSettings

Struct representing evaluation channel settings for a gameplay modifier

Public struct UStruct BlueprintType

FGameplayModifierEvaluatedData

Data that describes what happened in an attribute modification.

Public struct UStruct BlueprintType

FGameplayModifierInfo

FGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly

Public struct

FGameplayTagCountContainer

Struct that tracks the number/count of tag applications within it.

Public struct UStruct

FGameplayTagReponsePair

Public struct UStruct BlueprintType

FGameplayTagRequirements

Encapsulate require and ignore tags

Public struct UStruct

FGameplayTagResponseTableEntry

Public struct

FGCNotifyActorKey

Struct that is used by the gameplaycue manager to tie an instanced gameplaycue to the calling gamecode.

Public struct UStruct BlueprintType

FInheritedTagContainer

Structure that is used to combine tags from parent and child blueprints in a safe way

Public struct UStruct

FMinimalGameplayCueReplicationProxy

An alternative way to replicating gameplay cues.

Public struct UStruct

FMinimalReplicationTagCountMap

Map that stores count of tags, in a form that is optimized for replication

Public struct UStruct

FModifierSpec

Holds evaluated magnitude from a GameplayEffect modifier

Public struct

FNameSwapData

Public struct

FOnAttributeChangeData

Temporary parameter struct used when an attribute has changed

Public struct UStruct

FPreallocationInfo

Struct for pooling and preallocating gameplaycuenotify_actor classes.

Public struct UStruct

FPredictionKey

Overview of Gameplay Ability Prediction

Public struct

FPredictionKeyDelegates

This is a data structure for registering delegates associated with prediction key rejection and replicated state 'catching up'.

Public struct UStruct

FReplicatedPredictionKeyItem

Public struct UStruct

FReplicatedPredictionKeyMap

Public struct UStruct BlueprintType

FScalableFloat

Generic numerical value in the form Value * Curve[Level]

Public struct

FScopeCurrentGameplayEffectBeingApplied

Scope object that indicates when a gameplay effect is being applied

Public struct

FScopedAbilityListLock

Used to stop us from removing abilities from an ability system component while we're iterating through the abilities

Public struct

FScopedActiveGameplayEffectLock

FScopedActiveGameplayEffectLock Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode.

Public struct

FScopedAggregatorOnDirtyBatch

Allows us to batch all aggregator OnDirty calls within a scope.

Public struct

FScopedGameplayCueSendContext

FScopedGameplayCueSendContext Add this around code that sends multiple gameplay cues to allow grouping them into a smalkler number of cues for more efficient networking

Public struct

FScopedPredictionWindow

A structure for allowing scoped prediction windows.

Public struct

FScopedTargetListLock

Used to stop us from canceling or ending an ability while we're iterating through its gameplay targets

Public struct UStruct

FSetByCallerFloat

Struct for holding SetBytCaller data

Public struct UStruct

FTagContainerAggregator

Structure used to combine tags from different sources during effect execution

Public class

IAbilitySystemInterface

Public class

IAbilitySystemReplicationProxyInterface

Public class

IGameplayAbilitiesModule

The public interface to this module

Public class

IGameplayCueInterface

Public class

ITickableAttributeSetInterface

Public class UClass Meta

UAbilitySystemBlueprintLibrary

Blueprint library for ability system.

Public class UClass ClassGroup, HideCategories, Meta editinlinenew

UAbilitySystemComponent

The core ActorComponent for interfacing with the GameplayAbilities System

Public class UClass Config

UAbilitySystemGlobals

Holds global data for the ability system. Can be configured per project via config file

Public class

UAbilitySystemInterface

Interface for actors that expose access to an ability system component

Public class

UAbilitySystemReplicationProxyInterface

Interface for actors that act like an ability system component for replication.

Public class UClass Blueprintable, BlueprintType Meta

UAbilitySystemTestAttributeSet

Public class UClass Blueprintable defaulttoinstanced

UAttributeSet

Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes

Public class UClass BlueprintType

UGameplayAbilityBlueprint

A Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically

Public class UClass

UGameplayAbilitySet

This is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command.

Public class

UGameplayCueInterface

Interface for actors that wish to handle GameplayCue events from GameplayEffects.

Public class UClass

UGameplayCueManager

Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed

Public class UClass Blueprintable Meta

UGameplayCueNotify_HitImpact

Non instanced GameplayCueNotify for spawning particle and sound FX.

Public class UClass Blueprintable HideCategories, Meta

UGameplayCueNotify_Static

A non instantiated UObject that acts as a handler for a GameplayCue.

Public class UClass

UGameplayCueSet

A set of gameplay cue actors to handle gameplay cue events

Public class UClass Abstract

UGameplayCueTranslator

This is the base class for GameplayCue Translators.

Public class UClass

UGameplayCueTranslator_Test

This is an example translator class.

Public class UClass Blueprintable Meta

UGameplayEffect

UGameplayEffect The GameplayEffect definition.

Public class UClass Abstract Blueprintable, BlueprintType

UGameplayEffectCalculation

Abstract base for specialized gameplay effect calculations; Capable of specifing attribute captures

Public class UClass Abstract Blueprintable, BlueprintType

UGameplayEffectCustomApplicationRequirement

Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code

Public class UClass Abstract Blueprintable, BlueprintType

UGameplayEffectExecutionCalculation

Public class UClass Abstract Blueprintable collapsecategories, editinlinenew

UGameplayEffectUIData

UGameplayEffectUIData Base class to provide game-specific data about how to describe a Gameplay Effect in the UI.

Public class UClass

UGameplayEffectUIData_TextOnly

UI data that contains only text.

Public class UClass Abstract Blueprintable, BlueprintType

UGameplayModMagnitudeCalculation

Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code

Public class UClass

UGameplayTagReponseTable

A data driven table for applying gameplay effects based on tag count.

Public class

UTickableAttributeSetInterface

Interface for attribute sets that need to tick to update state. These can be expensive

Typedefs

Name

Description

FAbilityEnded

Called when ability ends

FAbilityFailedDelegate

Called when ability fails to activate, passes along the failed ability and a tag explaining why

FAbilitySpecDirtied

Notify interested parties that ability spec has been modified

FActiveGameplayEffectQueryCustomMatch

FGameplayCueProxyTick

FGetGameplayTags

FImmunityBlockGE

Notifies when GameplayEffectSpec is blocked by an ActiveGameplayEffect due to immunity

FOnAbilitySystemAssetFoundDelegate

FOnAbilitySystemAssetOpenedDelegate

Called when ability fails to activate, passes along the failed ability and a tag explaining why

FOnActiveGameplayEffectInhibitionChanged

FOnActiveGameplayEffectRemoved

FOnActiveGameplayEffectRemoved_Info

FOnActiveGameplayEffectStackChange

FOnActiveGameplayEffectTimeChange

FOnExternalGameplayModifierDependencyChange

FOnGameplayAttributeChange

This is deprecated, use FOnGameplayAttributeValueChange.

FOnGameplayAttributeEffectExecuted

FOnGameplayAttributeValueChange

FOnGameplayCueNotifyChange

Delegate for when GC notifies are added or removed from manager

FOnGameplayCueNotifySetLoaded

FOnGameplayEffectTagCountChanged

FOnGivenActiveGameplayEffectRemoved

FPredictionKeyEvent

FRegisterGameplayTagChangeDelegate

FShouldLoadGCNotifyDelegate

FTargetingRejectedConfirmation

UAbilitySystemComponent

Enums

Name

Description

Public enum

EAlignHorizontal::Type

Public enum

EAlignVertical::Type

Public enum UEnum

EAttributeBasedFloatCalculationType

Enumeration outlining the possible attribute based float calculation policies.

Public enum

EGameplayAbilityActivationMode::Type

Describes the status of activating this ability, this is updated as prediction is handled

Public enum

EGameplayAbilityInputBinds::Type

This is an example input binding enum for GameplayAbilities.

Public enum

EGameplayCueEvent::Type

Indicates what type of action happend to a specific gameplay cue tag.

Public enum

EGameplayCueExecutionOptions

Options to specify what parts of gameplay cue execution should be skipped

Public enum UEnum

EGameplayCuePayloadType

Describes what type of payload is attached to a cue execution, we only replicate what is needed

Public enum UEnum

EGameplayEffectAttributeCaptureSource

Enumeration for options of where to capture gameplay attributes from for gameplay effects.

Public enum UEnum

EGameplayEffectDurationType

Gameplay effect duration policies

Public enum UEnum

EGameplayEffectGrantedAbilityRemovePolicy

Describes what happens when a GameplayEffect, that is granting an active ability, is removed from its owner.

Public enum UEnum

EGameplayEffectMagnitudeCalculation

Enumeration outlining the possible gameplay effect magnitude calculation policies.

Public enum UEnum

EGameplayEffectReplicationMode

How gameplay effects will be replicated to clients

Public enum UEnum

EGameplayEffectStackingDurationPolicy

Enumeration of policies for dealing with duration of a gameplay effect while stacking

Public enum UEnum

EGameplayEffectStackingExpirationPolicy

Enumeration of policies for dealing gameplay effect stacks that expire (in duration based effects).

Public enum UEnum

EGameplayEffectStackingPeriodPolicy

Enumeration of policies for dealing with the period of a gameplay effect while stacking

Public enum UEnum

EGameplayEffectStackingType

Enumeration for ways a single GameplayEffect asset can stack.

Public enum UEnum

EGameplayModEvaluationChannel

Valid gameplay modifier evaluation channels; Displayed and renamed via game-specific aliases and options

Public enum

EGameplayModOp::Type

Defines the ways that mods will modify attributes.

Public enum

EGameplayTagEventType::Type

Rather a tag was added or removed, used in callbacks

Functions

Name Description

Public function

FString

 

EGameplayCueEventToString

(
    int32 Type
)

Public function

FString

 

EGameplayModEffectToString

(
    int32 Type
)

Public function

FString

 

EGameplayModOpToString

(
    int32 Type
)

Wrappers to convert enum to string. These are fairly slow

Public function

FString

 

EGameplayModToString

(
    int32 Type
)

Public function

float

 

GameplayEffectUtilities::ComputeStackedModifierMagnitude

(
    float BaseComputedMagnitude,
    int32 StackCount,
    EGameplayModOp::Type ModOp
)

Helper function to compute the stacked modifier magnitude from a base magnitude, given a stack count and modifier operation

Public function

float

 

GameplayEffectUtilities::GetModifierBiasByModifierOp

(
    EGameplayModOp::Type ModOp
)

Helper function to retrieve the modifier bias based upon modifier operation

Public function

uint32

 

GetTypeHash

(
    const FGCNotifyActorKey & Key
)

Public function

constexpr bo...

 

operator!

Public function

constexpr EG ...

 

operator&

Public function

EGameplayCue ...

 

operator&=

Public function

constexpr EG ...

 

operator^

Public function

EGameplayCue ...

 

operator^=

Public function

constexpr EG ...

 

operator|

Public function

EGameplayCue ...

 

operator|=

Public function

constexpr EG ...

 

operator~

Variables

Name Description

Public variable

 

STATCAT_Advanced