예제 #1
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        public UAbilitySystemComponent        Target;        // Target we intend to apply to

        public FGameplayEffectModCallbackData(FGameplayEffectSpec InEffectSpec,
                                              FGameplayModifierEvaluatedData InEvaluatedData, UAbilitySystemComponent InTarget)
        {
            EffectSpec    = InEffectSpec;
            EvaluatedData = InEvaluatedData;
            Target        = InTarget;
        }
예제 #2
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 /**
  * 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)
 {
 }
예제 #3
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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);
 }
예제 #4
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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)
 {
 }
예제 #5
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 public FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle
                                                                       SpecHandle, UAbilitySystemComponent Target)
 {
     return(null);
 }
예제 #6
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 public static FActiveGameplayEffectHandle GenerateNewHandle(UAbilitySystemComponent OwningComponent)
 {
     return(null);
 }
예제 #7
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 /* Recapture attributes from source and target for cloning */
 public void RecaptureAttributeDataForClone(UAbilitySystemComponent OriginalASC, UAbilitySystemComponent NewASC)
 {
 }
예제 #8
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 public void CaptureAttributeDataFromTarget(UAbilitySystemComponent TargetAbilitySystemComponent)
 {
 }