public UAbilitySystemComponent Target; // Target we intend to apply to public FGameplayEffectModCallbackData(FGameplayEffectSpec InEffectSpec, FGameplayModifierEvaluatedData InEvaluatedData, UAbilitySystemComponent InTarget) { EffectSpec = InEffectSpec; EvaluatedData = InEvaluatedData; Target = InTarget; }
/** * Capture source or target attributes from the specified component. Should be called by the container's owner. * * @param InAbilitySystemComponent Component to capture attributes from * @param InCaptureSource Whether to capture attributes as source or target */ public void CaptureAttributes(UAbilitySystemComponent InAbilitySystemComponent, EGameplayEffectAttributeCaptureSource InCaptureSource) { }
/** * 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); }
/* * 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) { }
public FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle SpecHandle, UAbilitySystemComponent Target) { return(null); }
public static FActiveGameplayEffectHandle GenerateNewHandle(UAbilitySystemComponent OwningComponent) { return(null); }
/* Recapture attributes from source and target for cloning */ public void RecaptureAttributeDataForClone(UAbilitySystemComponent OriginalASC, UAbilitySystemComponent NewASC) { }
public void CaptureAttributeDataFromTarget(UAbilitySystemComponent TargetAbilitySystemComponent) { }