/* This only exists so it can be hooked up to a multicast delegate */ public void RemoveActiveGameplayEffect_NoReturn(FActiveGameplayEffectHandle Handle, int StacksToRemove = -1) { RemoveActiveGameplayEffect(Handle, StacksToRemove); }
public float GetGameplayEffectDuration(FActiveGameplayEffectHandle Handle) { return(1f); }
/* Gets the FActiveGameplayEffect based on the passed in Handle */ public UGameplayEffect GetGameplayEffectDefForHandle(FActiveGameplayEffectHandle Handle) { return(null); }
/* Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks. */ public bool RemoveActiveGameplayEffect(FActiveGameplayEffectHandle Handle, int StacksToRemove = -1) { return(false); }
/** * Attempts to calculate the contribution of the specified GE to the captured attribute given the specified parameters. Can fail if the spec doesn't have * a valid capture yet. * * @param InEvalParams Parameters to evaluate the attribute under * @param ActiveHandle Handle of the gameplay effect to query about * @param OutBonusMagnitude [OUT] Computed bonus magnitude * * @return True if the bonus magnitude was successfully calculated, false if it was not */ public bool AttemptCalculateAttributeContributionMagnitude(FAggregatorEvaluateParameters InEvalParams, FActiveGameplayEffectHandle ActiveHandle, ref float OutBonusMagnitude) { return(false); }
public void RemoveDependent(FActiveGameplayEffectHandle Handle) { }
/** Evaluates the contribution from the GE associated with ActiveHandle */ public float EvaluateContribution(FAggregatorEvaluateParameters Parameters, FActiveGameplayEffectHandle ActiveHandle) { return(1f); }
// Not happy with this interface but don't see a better way yet. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' // (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be) public float GetGameplayEffectMagnitude(FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute) { return(1); }
/** Removes all mods for the passed in handle and marks this as dirty to recalculate the aggregator */ public void RemoveAggregatorMod(FActiveGameplayEffectHandle ActiveHandle) { }
/** 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) { }
public void AddAggregatorMod(float EvaluatedData, EGameplayModOp ModifierOp, EGameplayModEvaluationChannel ModifierChannel, FGameplayTagRequirements SourceTagReqs, FGameplayTagRequirements TargetTagReqs, bool IsPredicted, FActiveGameplayEffectHandle ActiveHandle) { }
/** * Remove all mods from the channel that match the specified gameplay effect handle * * @param Handle Handle to use for removal */ public void RemoveModsWithActiveHandle(FActiveGameplayEffectHandle Handle) { }
/** * Add a modifier to the channel * * @param EvaluatedMagnitude Magnitude of the modifier * @param ModOp Operation of the modifier * @param SourceTagReqs Source tag requirements of the modifier * @param TargetTagReqs Target tag requirements of the modifier * @param bIsPredicted Whether the mod is predicted or not * @param ActiveHandle Handle of the active gameplay effect that's applying the mod */ public void AddMod(float EvaluatedMagnitude, EGameplayModOp ModOp, FGameplayTagRequirements SourceTagReqs, FGameplayTagRequirements TargetTagReqs, bool bIsPredicted, FActiveGameplayEffectHandle ActiveHandle) { }
public void GetGameplayEffectStartTimeAndDuration(FActiveGameplayEffectHandle Handle, float StartEffectTime, float Duration) { }
public FGameplayModifierEvaluatedData(FGameplayAttribute InAttribute, EGameplayModOp InModOp, float InMagnitude, FActiveGameplayEffectHandle InHandle) { }
/* Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying */ public void SetActiveGameplayEffectLevel(FActiveGameplayEffectHandle ActiveHandle, int NewLevel) { }
public int GetTypeHash(FActiveGameplayEffectHandle InHandle) { return(InHandle.Handle); }
/* Returns current stack count of an already applied GE */ public int GetCurrentStackCount(FActiveGameplayEffectHandle Handle) { return(1); }
// --------------------------------------------------------------------------------------------------------------------------------- // 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) { }
/** Unregisters any linked aggregators from notifying this active handle if they are dirtied */ public void UnregisterLinkedAggregatorCallbacks(FActiveGameplayEffectHandle Handle) { }
public void AddDependent(FActiveGameplayEffectHandle Handle) { }