コード例 #1
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 /**
  * Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances.
  * For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
  *
  * @param SourceGameplayEffect					Effect to get the count of
  * @param OptionalInstigatorFilterComponent		If specified, only count effects applied by this ability system component
  *
  * @return Count of the specified source effect
  */
 public int GetGameplayEffectCount(UGameplayEffect SourceGameplayEffect,
                                   UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck = true)
 {
     return(1);
 }
コード例 #2
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 /* Get an outgoing GameplayEffectSpec that is ready to be applied to other things. */
 public FGameplayEffectSpecHandle MakeOutgoingSpec(UGameplayEffect GameplayEffectClass, float Level,
                                                   FGameplayEffectContextHandle Context)
 {
     return(null);
 }
コード例 #3
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 /*
  * Remove active gameplay effects whose backing definition are the specified gameplay effect class
  *
  * @param GameplayEffect					Class of gameplay effect to remove; Does nothing if left null
  * @param InstigatorAbilitySystemComponent	If specified, will only remove gameplay effects applied from this instigator ability system component
  * @param StacksToRemove					Number of stacks to remove, -1 means remove all
  */
 public void RemoveActiveGameplayEffectBySourceEffect(UGameplayEffect GameplayEffect,
                                                      UAbilitySystemComponent InstigatorAbilitySystemComponent, int StacksToRemove = -1)
 {
 }
コード例 #4
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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)
 {
 }
コード例 #5
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 // Can be called manually but it is preferred to use the 3 parameter ructor
 public void Initialize(UGameplayEffect InDef, FGameplayEffectContextHandle InEffectContext,
                        float Level = FGameplayEffectConstants.INVALID_LEVEL)
 {
 }
コード例 #6
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 FGameplayEffectSpec(UGameplayEffect InDef, FGameplayEffectContextHandle InEffectContext,
                     float Level)
 {
 }