Struct FGKAbilityStatic

Inheritance Relationships

Base Type

  • public FTableRowBase

Struct Documentation

struct FGKAbilityStatic : public FTableRowBase

Holds all data that is shared across all instances of a single ability The data is saved in a datatable to enable gameplay designer and traductions services to modify/update without opening the engine.

Public Functions

FGKAbilityStatic()

Public Members

bool bAutoGenerate

use to disable auto generation on a per ability basis

FName Name

Primary key not visible.

EGK_AbilityKind AbilityKind

An Ability can be both a Skill or an Item An Item is a skill you can buy while a skill is an ability that is innate to the character/class

FText LocalName

Localized name for display.

FText LocalDescription

Localized description for display.

class UTexture2D *Icon

Icon to display.

int32 MaxLevel

Maximum level this skill/item can be.

bool bLoop

The ability activate itself after the end of the animation.

TArray<int32> MaxStackCount
FGameplayTag StackTag
EGK_ActivationBehavior AbilityBehavior

Specifies how the ability is activated.

float Duration

Duration the ability linger after being cast used for damage overtime abilities or active buffs Should be a TArray | Ability Level can change this

TMap<EGK_EffectSlot, FGKAbilityEffects> AbilityEffects

Customize the ability effect.

FGKAbilityCost Cost

Specify the cost of this ability (mana, energy, etc…)

FGameplayTagContainer CooldownTags
TArray<float> Cooldown

Cooldown curve.

int32 Price

Price in game.

EGK_ItemSlot Slot

Slot ID, this is used to define equipment slots.

int32 MaxStack

If AbilityKind == Item, specifies the max count of the given item in a single stack Should be a TArray | Ability Level can change this

bool bIgnoreRange

If true, the target can be selected while out of range the players will start moving toward the enemy to reach the minimal rang, if false the target will not be able to be selected and the user will have to get closer to the target to cast the spell

float CastMaxRange
float CastMinRange
int32 TargetActorFaction

Required targets attitue to the spell caster.

TSubclassOf<AActor> TargetFilterClass

Class of actors that is an acceptable target for this ability.

TSubclassOf<AGameplayAbilityTargetActor> AbilityTargetActorClass

The AbilityTarget Actor this ability will use to select a target The actor spawn is cached inside the Ability System Component

TArray<TEnumAsByte<EObjectTypeQuery>> TargetObjectTypes

Used to know when a valid target is detected.

EGK_TargetMode TargetMode
float CastTime

Time this ability needs before it is cast Player can be interrupted during that time Should be a TArray | Ability Level can change this

float ChannelTime

Only usefull when AbilityBehavior is set to channel Should be a TArray | Ability Level can change this

EGK_AbilityAnimation AbilityAnimation

When using animation set we get refer to a specific animation kind this ability should be playing this is used in the case where the ability can be cast by different character/skeleton with their own specific set of animation we do not want to tie the ability to the character.

TSubclassOf<AGKProjectile> ProjectileActorClass

Projectile to spawn.

FGKProjectileStatic ProjectileData

Projectile customization data.

TSubclassOf<AActor> ImpactActorClass

Actor that is spawn on impact.

float AreaOfEffect

Area of effect used by the ImpactActor Should be a TArray | Ability Level can change this