public UAbilitySystemComponent Target; // Target we intend to apply to public FGameplayEffectModCallbackData(FGameplayEffectSpec InEffectSpec, FGameplayModifierEvaluatedData InEvaluatedData, UAbilitySystemComponent InTarget) { EffectSpec = InEffectSpec; EvaluatedData = InEvaluatedData; Target = InTarget; }
public FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf(FGameplayEffectSpec GameplayEffect) { return(null); }
// ---------------------------------------------------------------------------------------------------------------- // // GameplayEffects // // ---------------------------------------------------------------------------------------------------------------- // -------------------------------------------- // Primary outward facing API for other systems: // -------------------------------------------- public FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget(FGameplayEffectSpec GameplayEffect, UAbilitySystemComponent Target) { return(null); }
// --------------------------------------------------------------------------------------------------------------------------------- // 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) { }
// Copies SetbyCallerMagnitudes from OriginalSpec into this public void CopySetByCallerMagnitudes(FGameplayEffectSpec OriginalSpec) { }
// 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) { }
FGameplayEffectSpec(FGameplayEffectSpec Other, FGameplayEffectContextHandle InEffectContext) { }
FGameplayEffectSpecHandle(FGameplayEffectSpec DataPtr) { }