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          GameplayAbilities

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          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 UStruct

          FGameplayTagBlueprintPropertyMap

          Struct used to manage gameplay tag blueprint property mappings.

          Public struct UStruct

          FGameplayTagBlueprintPropertyMapping

          Struct used to update a blueprint property with a gameplay tag count.

          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 UStruct

          FNetSerializeScriptStructCache

          Container for safely replicating script struct references (constrained to a specified parent struct)

          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

          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

          EGameplayEffectPeriodInhibitionRemovedPolicy

          Enumeration of policies for dealing with the period of a gameplay effect when inhibition is removed

          Public enum UEnum

          EGameplayEffectReplicationMode

          How gameplay effects will be replicated to clients

          Public enum UEnum

          EGameplayEffectScopedModifierAggregatorType

          Enumeration representing the types of scoped modifier aggregator usages available

          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

           

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