/* Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying */ public void SetActiveGameplayEffectLevelUsingQuery(FGameplayEffectQuery Query, int NewLevel) { }
/* Returns the sum of StackCount of all gameplay effects that pass query */ public int GetAggregatedStackCount(FGameplayEffectQuery Query) { return(1); }