public UAbilitySystemComponent        Target;        // Target we intend to apply to

        public FGameplayEffectModCallbackData(FGameplayEffectSpec InEffectSpec,
                                              FGameplayModifierEvaluatedData InEvaluatedData, UAbilitySystemComponent InTarget)
        {
            EffectSpec    = InEffectSpec;
            EvaluatedData = InEvaluatedData;
            Target        = InTarget;
        }
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 public FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf(FGameplayEffectSpec GameplayEffect)
 {
     return(null);
 }
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        // ----------------------------------------------------------------------------------------------------------------
        //
        //	GameplayEffects
        //
        // ----------------------------------------------------------------------------------------------------------------

        // --------------------------------------------
        // Primary outward facing API for other systems:
        // --------------------------------------------
        public FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget(FGameplayEffectSpec GameplayEffect,
                                                                           UAbilitySystemComponent Target)
        {
            return(null);
        }
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 // ---------------------------------------------------------------------------------------------------------------------------------
 //  IMPORTANT: Any new state added to FActiveGameplayEffect must be handled in the copy/move constructor/operator
 //	(When VS2012/2013 support is dropped, we can use compiler generated operators, but until then these need to be maintained manually)
 // ---------------------------------------------------------------------------------------------------------------------------------
 FActiveGameplayEffect(FActiveGameplayEffectHandle InHandle, FGameplayEffectSpec InSpec,
                       float CurrentWorldTime, float InStartServerWorldTime)
 {
 }
 /** Returns true if Effect matches all specified criteria of this query. This does NOT check FActiveGameplayEffectQueryCustomMatch since this is performed on the spec (possibly prior to applying).
  *	Note: it would be reasonable to support a custom delegate that operated on the FGameplayEffectSpec itself.
  */
 public bool Matches(FGameplayEffectSpec Effect)
 {
     return(false);
 }
 /** Updates the aggregators for the past in handle, this will handle it so the UAttributeSets stats only get one update for the delta change */
 public void UpdateAggregatorMod(FActiveGameplayEffectHandle ActiveHandle, FGameplayAttribute Attribute,
                                 FGameplayEffectSpec Spec, bool bWasLocallyGenerated, FActiveGameplayEffectHandle InHandle)
 {
 }
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 // Copies SetbyCallerMagnitudes from OriginalSpec into this
 public void CopySetByCallerMagnitudes(FGameplayEffectSpec OriginalSpec)
 {
 }
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 // Initialize the spec as a linked spec. The original spec's context is preserved except for the original GE asset tags, which are stripped out
 public void InitializeFromLinkedSpec(UGameplayEffect InDef, FGameplayEffectSpec OriginalSpec)
 {
 }
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 FGameplayEffectSpec(FGameplayEffectSpec Other, FGameplayEffectContextHandle InEffectContext)
 {
 }
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 FGameplayEffectSpecHandle(FGameplayEffectSpec DataPtr)
 {
 }