GSCBlueprintFunctionLibrary #

Ability specific blueprint library

Most games will need to implement one or more blueprint function libraries to expose their native code to blueprints

Functions #

RemoveLooseGameplayTagsFromActor #

Tries to find an ability system component on the actor, using AbilitySystemInterface, and
remove loose GameplayTags which are not backed by a GameplayEffect.

Tags added this way are not replicated!

It is up to the calling GameCode to make sure these tags are added on clients/server where necessary

Remove Loose Gameplay Tags from Actor

Parameters

Name Type Description
Actor AActor*
GameplayTags FGameplayTagContainer

Returns bool

RemoveGameplayCue #

Removes a persistent gameplay cue from the actor's ability system component

Remove Gameplay Cue

Parameters

Name Type Description
Actor AActor*
GameplayCueTag FGameplayTag

RemoveAllGameplayCues #

Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect.

Remove All Gameplay Cues

Parameters

Name Type Description
Actor AActor*

HasMatchingGameplayTag #

Returns true if the passed in Actor's AbilitySystemComponent has a gameplay tag that matches against the specified tag (expands to include parents of asset tags)

Has Matching Gameplay Tag

Parameters

Name Type Description
Actor AActor*
GameplayTag FGameplayTag

Returns bool

HasAnyMatchingGameplayTag #

Returns true if the passed in Actor's AbilitySystemComponent has any of the matching tags (expands to include parents of asset tags)

Has Any Matching Gameplay Tag

Parameters

Name Type Description
Actor AActor*
GameplayTags FGameplayTagContainer

Returns bool

GetDebugStringFromAttribute #

Returns the Attribute name

Get Debug String from Attribute

Parameters

Name Type Description
Attribute FGameplayAttribute

Returns FString

GetCompanionCoreComponent #

Tries to find a companion core component on the actor

Get Companion Core Component

Parameters

Name Type Description
Actor AActor*

Returns UGSCCoreComponent*

GetComboManagerComponent #

Tries to find a combo manager component on the actor

Get Combo Manager Component

Parameters

Name Type Description
Actor AActor*

Returns UGSCComboManagerComponent*

GetAllAttributes #

Returns all defined Gameplay Attributes for the provided AttributeSet class

Get All Attributes

Parameters

Name Type Description
AttributeSetClass TSubclassOf
OutAttributes Array of FGameplayAttribute

GetAbilityQueueComponent #

Tries to find an ability queue core component on the actor

Get Ability Queue Component

Parameters

Name Type Description
Actor AActor*

Returns UGSCAbilityQueueComponent*

GetAbilityInputBindingComponent #

Tries to find an ability input binding component on the actor

Get Ability Input Binding Component

Parameters

Name Type Description
Actor AActor*

Returns UGSCAbilityInputBindingComponent*

ExecuteGameplayCueWithParams #

Invoke a gameplay cue on the actor's ability system component, with extra parameters

Execute Gameplay Cue with Params

Parameters

Name Type Description
Actor AActor*
GameplayCueTag FGameplayTag
GameplayCueParameters FGameplayCueParameters

ExecuteGameplayCueForActor #

Invoke a gameplay cue on the actor's ability system component

Execute Gameplay Cue for Actor

Parameters

Name Type Description
Actor AActor*
GameplayCueTag FGameplayTag
Context FGameplayEffectContextHandle

AddLooseGameplayTagsToActor #

Tries to find an ability system component on the actor, using AbilitySystemInterface, and
add loose GameplayTags which are not backed by a GameplayEffect.

Tags added this way are not replicated!

It is up to the calling GameCode to make sure these tags are added on clients/server where necessary

Add Loose Gameplay Tags to Actor

Parameters

Name Type Description
Actor AActor*
GameplayTags FGameplayTagContainer

Returns bool

AddGameplayCueWithParams #

Adds a persistent gameplay cue to the actor's ability system component. Optionally will remove if ability ends

Add Gameplay Cue with Params

Parameters

Name Type Description
Actor AActor*
GameplayCueTag FGameplayTag
GameplayCueParameter FGameplayCueParameters

AddGameplayCue #

Adds a persistent gameplay cue to the actor's ability system component. Optionally will remove if ability ends

Add Gameplay Cue

Parameters

Name Type Description
Actor AActor*
GameplayCueTag FGameplayTag
Context FGameplayEffectContextHandle

Generated on Tue, 16 Jul 2024 16:16:37 GMT