/** * 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); }
/* Get an outgoing GameplayEffectSpec that is ready to be applied to other things. */ public FGameplayEffectSpecHandle MakeOutgoingSpec(UGameplayEffect GameplayEffectClass, float Level, FGameplayEffectContextHandle Context) { return(null); }
/* * 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) { }
// 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) { }
// 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) { }
FGameplayEffectSpec(UGameplayEffect InDef, FGameplayEffectContextHandle InEffectContext, float Level) { }