Struct FGKAbilityStatic
Defined in File GKAbilityStatic.h
Inheritance Relationships
Base Type
public FTableRowBase
Struct Documentation
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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
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FGKAbilityStatic()
Public Members
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bool bAutoGenerate
use to disable auto generation on a per ability basis
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FName Name
Primary key not visible.
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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
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FText LocalName
Localized name for display.
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FText LocalDescription
Localized description for display.
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class UTexture2D *Icon
Icon to display.
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int32 MaxLevel
Maximum level this skill/item can be.
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bool bLoop
The ability activate itself after the end of the animation.
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TArray<int32> MaxStackCount
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FGameplayTag StackTag
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EGK_ActivationBehavior AbilityBehavior
Specifies how the ability is activated.
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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
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TMap<EGK_EffectSlot, FGKAbilityEffects> AbilityEffects
Customize the ability effect.
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FGKAbilityCost Cost
Specify the cost of this ability (mana, energy, etc…)
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FGameplayTagContainer CooldownTags
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TArray<float> Cooldown
Cooldown curve.
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int32 Price
Price in game.
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EGK_ItemSlot Slot
Slot ID, this is used to define equipment slots.
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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
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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
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float CastMaxRange
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float CastMinRange
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int32 TargetActorFaction
Required targets attitue to the spell caster.
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TSubclassOf<AActor> TargetFilterClass
Class of actors that is an acceptable target for this ability.
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TSubclassOf<AGameplayAbilityTargetActor> AbilityTargetActorClass
The AbilityTarget Actor this ability will use to select a target The actor spawn is cached inside the Ability System Component
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TArray<TEnumAsByte<EObjectTypeQuery>> TargetObjectTypes
Used to know when a valid target is detected.
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EGK_TargetMode TargetMode
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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
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float ChannelTime
Only usefull when AbilityBehavior is set to channel Should be a TArray | Ability Level can change this
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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.
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TSubclassOf<AGKProjectile> ProjectileActorClass
Projectile to spawn.
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FGKProjectileStatic ProjectileData
Projectile customization data.
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TSubclassOf<AActor> ImpactActorClass
Actor that is spawn on impact.
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float AreaOfEffect
Area of effect used by the ImpactActor Should be a TArray | Ability Level can change this
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FGKAbilityStatic()