GSCTemplate_GameplayEffectDefinition #
Parent class for Gameplay Effect Templates.
Templates are one of special kind. They are only meant to be used to create other Gameplay Effect
based on their Class Default Object, and not meant to be used directly or inherited.
These are not child of UGameplayEffect, but rather an UObject sharing the exact same properties as UGameplayEffect.
This class exists only to allow creation of GE templates Blueprint, that can be configured in Project Settings, without
having them interfere with standard Gameplay Effects dropdown in properties and nodes like ApplyGameplayEffect.
When a new GE is created from a template, a real UGameplayEffect Blueprint is created based on the properties defined by the template.
Properties #
DurationPolicy #
Type EGameplayEffectDurationType
Duration Policy:
Policy for the duration of this effect
DurationMagnitude #
Type FGameplayEffectModifierMagnitude
Duration Magnitude:
Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
Period #
Type FScalableFloat
Period:
Period in seconds. 0.0 for non-periodic effects
bExecutePeriodicEffectOnApplication #
Type bool
Execute Periodic Effect on Application:
If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.
PeriodicInhibitionPolicy #
Type EGameplayEffectPeriodInhibitionRemovedPolicy
Periodic Inhibition Policy
Modifiers #
Type Array of FGameplayModifierInfo
Modifiers:
Array of modifiers that will affect the target of this effect
Executions #
Type Array of FGameplayEffectExecutionDefinition
Executions
ChanceToApplyToTarget #
Type FScalableFloat
Chance to Apply to Target:
Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)
ApplicationRequirements #
Type Array of UGameplayEffectCustomApplicationRequirement
Application Requirements
ConditionalGameplayEffects #
Type Array of FConditionalGameplayEffect
Conditional Gameplay Effects:
other gameplay effects that will be applied to the target of this effect if this effect applies
OverflowEffects #
Type Array of UGameplayEffect
Overflow Effects:
Effects to apply when a stacking effect "overflows" its stack count through another attempted application. Added whether the overflow application succeeds or not.
bDenyOverflowApplication #
Type bool
Deny Overflow Application:
If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed
bClearStackOnOverflow #
Type bool
Clear Stack on Overflow:
If true, the entire stack of the effect will be cleared once it overflows
PrematureExpirationEffectClasses #
Type Array of UGameplayEffect
Premature Expiration Effect Classes:
Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration
RoutineExpirationEffectClasses #
Type Array of UGameplayEffect
Routine Expiration Effect Classes:
Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration
bRequireModifierSuccessToTriggerCues #
Type bool
Require Modifier Success to Trigger Cues:
If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)
bSuppressStackingCues #
Type bool
Suppress Stacking Cues:
If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
GameplayCues #
Type Array of FGameplayEffectCue
Gameplay Cues:
Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc
UIData #
Type UGameplayEffectUIData*
UIData:
Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.
InheritableGameplayEffectTags #
Type FInheritedTagContainer
Inheritable Gameplay Effect Tags:
The GameplayEffect's Tags: tags the the GE has and DOES NOT give to the actor.
InheritableOwnedTagsContainer #
Type FInheritedTagContainer
Inheritable Owned Tags Container:
"These tags are applied to the actor I am applied to"
OngoingTagRequirements #
Type FGameplayTagRequirements
Ongoing Tag Requirements:
Once Applied, these tags requirements are used to determined if the GameplayEffect is "on" or "off". A GameplayEffect can be off and do nothing, but still applied.
ApplicationTagRequirements #
Type FGameplayTagRequirements
Application Tag Requirements:
Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.
RemovalTagRequirements #
Type FGameplayTagRequirements
Removal Tag Requirements:
Tag requirements that if met will remove this effect. Also prevents effect application.
RemoveGameplayEffectsWithTags #
Type FInheritedTagContainer
Remove Gameplay Effects with Tags:
GameplayEffects that have tags in this container will be cleared upon effect application.
GrantedApplicationImmunityTags #
Type FGameplayTagRequirements
Granted Application Immunity Tags:
Grants the owner immunity from these source tags.
GrantedApplicationImmunityQuery #
Type FGameplayEffectQuery
Granted Application Immunity Query:
Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.
RemoveGameplayEffectQuery #
Type FGameplayEffectQuery
Remove Gameplay Effect Query:
On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.
StackingType #
Type EGameplayEffectStackingType
Stacking Type:
How this GameplayEffect stacks with other instances of this same GameplayEffect
StackLimitCount #
Type int32
Stack Limit Count:
Stack limit for StackingType
StackDurationRefreshPolicy #
Type EGameplayEffectStackingDurationPolicy
Stack Duration Refresh Policy:
Policy for how the effect duration should be refreshed while stacking
StackPeriodResetPolicy #
Type EGameplayEffectStackingPeriodPolicy
Stack Period Reset Policy:
Policy for how the effect period should be reset (or not) while stacking
StackExpirationPolicy #
Type EGameplayEffectStackingExpirationPolicy
Stack Expiration Policy:
Policy for how to handle duration expiring on this gameplay effect
GrantedAbilities #
Type Array of FGameplayAbilitySpecDef
Granted Abilities:
Granted abilities
Generated on Tue, 16 Jul 2024 16:16:37 GMT