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 Mon, 25 Sep 2023 07:19:57 GMT