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#pragma once
#include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Templates/SubclassOf.h" #include "Engine/NetSerialization.h" #include "Engine/EngineTypes.h" #include "Engine/TimerHandle.h" #include "GameplayTagContainer.h" #include "AttributeSet.h" #include "EngineDefines.h" #include "GameplayPrediction.h" #include "GameplayCueInterface.h" #include "GameplayTagAssetInterface.h" #include "GameplayAbilitySpec.h" #include "GameplayEffect.h" #include "GameplayTasksComponent.h" #include "Abilities/GameplayAbilityRepAnimMontage.h" #include "Abilities/GameplayAbilityTargetTypes.h" #include "Abilities/GameplayAbility.h" #include "AbilitySystemReplicationProxyInterface.h" #include "Net/Core/PushModel/PushModel.h"
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 #include "Abilities/GameplayAbilityTypes.h" #include "GameplayEffectTypes.h" #endif
#include "AbilitySystemComponent.generated.h"
class AGameplayAbilityTargetActor; class AHUD; class FDebugDisplayInfo; class UAnimMontage; class UAnimSequenceBase; class UCanvas; class UInputComponent;
DECLARE_MULTICAST_DELEGATE_OneParam(FTargetingRejectedConfirmation, int32);
DECLARE_MULTICAST_DELEGATE_TwoParams(FAbilityFailedDelegate, const UGameplayAbility*, const FGameplayTagContainer&);
DECLARE_MULTICAST_DELEGATE_OneParam(FAbilityEnded, UGameplayAbility*);
DECLARE_MULTICAST_DELEGATE_OneParam(FAbilitySpecDirtied, const FGameplayAbilitySpec&);
DECLARE_MULTICAST_DELEGATE_TwoParams(FImmunityBlockGE, const FGameplayEffectSpec& , const FActiveGameplayEffect* );
DECLARE_DELEGATE_RetVal_TwoParams(bool, FGameplayEffectApplicationQuery, const FActiveGameplayEffectsContainer& , const FGameplayEffectSpec& );
UENUM() enum class EGameplayEffectReplicationMode : uint8 { Minimal, Mixed, Full, };
enum class EConsiderPending : uint8 { None = 0,
PendingAdd = (1 << 0),
PendingRemove = (1 << 1),
All = PendingAdd | PendingRemove }; ENUM_CLASS_FLAGS(EConsiderPending)
UCLASS(ClassGroup=AbilitySystem, hidecategories=(Object,LOD,Lighting,Transform,Sockets,TextureStreaming), editinlinenew, meta=(BlueprintSpawnableComponent)) class GAMEPLAYABILITIES_API UAbilitySystemComponent : public UGameplayTasksComponent, public IGameplayTagAssetInterface, public IAbilitySystemReplicationProxyInterface { GENERATED_UCLASS_BODY()
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAbilityAbilityKey, int32, InputID);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAbilityConfirmOrCancel);
DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnGameplayEffectAppliedDelegate, UAbilitySystemComponent*, const FGameplayEffectSpec&, FActiveGameplayEffectHandle);
template <class T > const T* GetSet() const { return (T*)GetAttributeSubobject(T::StaticClass()); }
template <class T > const T* GetSetChecked() const { return (T*)GetAttributeSubobjectChecked(T::StaticClass()); }
template <class T > const T* AddSet() { return (T*)GetOrCreateAttributeSubobject(T::StaticClass()); }
template <class T> const T* AddAttributeSetSubobject(T* Subobject) { AddSpawnedAttribute(Subobject); return Subobject; }
bool HasAttributeSetForAttribute(FGameplayAttribute Attribute) const;
const UAttributeSet* InitStats(TSubclassOf<class UAttributeSet> Attributes, const UDataTable* DataTable);
UFUNCTION(BlueprintCallable, Category="Skills", meta=(DisplayName="InitStats", ScriptName="InitStats")) void K2_InitStats(TSubclassOf<class UAttributeSet> Attributes, const UDataTable* DataTable); UFUNCTION(BlueprintPure, Category="Gameplay Attributes") void GetAllAttributes(TArray<FGameplayAttribute>& OutAttributes);
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Attributes") const UAttributeSet* GetAttributeSet(TSubclassOf<UAttributeSet> AttributeSetClass) const;
UFUNCTION(BlueprintPure, Category = "Gameplay Attributes") float GetGameplayAttributeValue(FGameplayAttribute Attribute, bool& bFound) const;
UPROPERTY(EditAnywhere, Category="AttributeTest") TArray<FAttributeDefaults> DefaultStartingData;
void SetSpawnedAttributes(const TArray<UAttributeSet*>& NewAttributeSet);
UE_DEPRECATED(5.1, "此函数将被设为私有。请使用添加/移除SpawnedAttributes代替") TArray<TObjectPtr<UAttributeSet>>& GetSpawnedAttributes_Mutable();
const TArray<UAttributeSet*>& GetSpawnedAttributes() const;
void AddSpawnedAttribute(UAttributeSet* Attribute);
void RemoveSpawnedAttribute(UAttributeSet* Attribute);
void RemoveAllSpawnedAttributes();
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Skills") FName AffectedAnimInstanceTag;
void SetNumericAttributeBase(const FGameplayAttribute &Attribute, float NewBaseValue);
float GetNumericAttributeBase(const FGameplayAttribute &Attribute) const;
void ApplyModToAttribute(const FGameplayAttribute &Attribute, TEnumAsByte<EGameplayModOp::Type> ModifierOp, float ModifierMagnitude);
void ApplyModToAttributeUnsafe(const FGameplayAttribute &Attribute, TEnumAsByte<EGameplayModOp::Type> ModifierOp, float ModifierMagnitude);
float GetNumericAttribute(const FGameplayAttribute &Attribute) const; float GetNumericAttributeChecked(const FGameplayAttribute &Attribute) const;
float GetFilteredAttributeValue(const FGameplayAttribute& Attribute, const FGameplayTagRequirements& SourceTags, const FGameplayTagContainer& TargetTags, const TArray<FActiveGameplayEffectHandle>& HandlesToIgnore = TArray<FActiveGameplayEffectHandle>());
virtual void ForceAvatarReplication();
virtual void SetReplicationMode(EGameplayEffectReplicationMode NewReplicationMode);
EGameplayEffectReplicationMode ReplicationMode;
virtual IAbilitySystemReplicationProxyInterface* GetReplicationInterface();
FPredictionKey ScopedPredictionKey;
FPredictionKey GetPredictionKeyForNewAction() const { return ScopedPredictionKey.IsValidForMorePrediction() ? ScopedPredictionKey : FPredictionKey(); }
bool CanPredict() const { return ScopedPredictionKey.IsValidForMorePrediction(); }
bool HasAuthorityOrPredictionKey(const FGameplayAbilityActivationInfo* ActivationInfo) const;
virtual bool IsOwnerActorAuthoritative() const;
virtual bool ShouldRecordMontageReplication() const;
virtual void ReplicateEndOrCancelAbility(FGameplayAbilitySpecHandle Handle, FGameplayAbilityActivationInfo ActivationInfo, UGameplayAbility* Ability, bool bWasCanceled);
virtual void ForceCancelAbilityDueToReplication(UGameplayAbility* Instance);
struct FPendingAbilityInfo { bool operator==(const FPendingAbilityInfo& Other) const { return PredictionKey == Other.PredictionKey && Handle == Other.Handle; }
FGameplayAbilitySpecHandle Handle; FPredictionKey PredictionKey; FGameplayEventData TriggerEventData;
bool bPartiallyActivated;
FPendingAbilityInfo() : bPartiallyActivated(false) {} };
TArray<FPendingAbilityInfo> PendingServerActivatedAbilities;
UFUNCTION(BlueprintCallable, Category = GameplayEffects, meta = (DisplayName = "ApplyGameplayEffectSpecToTarget", ScriptName = "ApplyGameplayEffectSpecToTarget")) FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(const FGameplayEffectSpecHandle& SpecHandle, UAbilitySystemComponent* Target);
virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget(const FGameplayEffectSpec& GameplayEffect, UAbilitySystemComponent *Target, FPredictionKey PredictionKey=FPredictionKey());
UFUNCTION(BlueprintCallable, Category = GameplayEffects, meta = (DisplayName = "ApplyGameplayEffectSpecToSelf", ScriptName = "ApplyGameplayEffectSpecToSelf")) FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpecHandle& SpecHandle);
virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpec& GameplayEffect, FPredictionKey PredictionKey = FPredictionKey());
const UGameplayEffect* GetGameplayEffectDefForHandle(FActiveGameplayEffectHandle Handle);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual bool RemoveActiveGameplayEffect(FActiveGameplayEffectHandle Handle, int32 StacksToRemove=-1);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove = -1);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) virtual FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, FGameplayEffectContextHandle Context) const;
UFUNCTION(BlueprintCallable, Category = GameplayEffects) virtual FGameplayEffectContextHandle MakeEffectContext() const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category=GameplayEffects) int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck = true) const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category = GameplayEffects) int32 GetGameplayEffectCount_IfLoaded(TSoftClassPtr<UGameplayEffect> SoftSourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck = true) const;
int32 GetAggregatedStackCount(const FGameplayEffectQuery& Query) const;
void RemoveActiveGameplayEffect_NoReturn(FActiveGameplayEffectHandle Handle, int32 StacksToRemove=-1) { RemoveActiveGameplayEffect(Handle, StacksToRemove); }
virtual void OnPredictiveGameplayCueCatchup(FGameplayTag Tag);
float GetGameplayEffectDuration(FActiveGameplayEffectHandle Handle) const;
virtual void RecomputeGameplayEffectStartTimes(const float WorldTime, const float ServerWorldTime);
void GetGameplayEffectStartTimeAndDuration(FActiveGameplayEffectHandle Handle, float& StartEffectTime, float& Duration) const;
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual void UpdateActiveGameplayEffectSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, UPARAM(meta=(Categories = "SetByCaller"))FGameplayTag SetByCallerTag, float NewValue);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual void UpdateActiveGameplayEffectSetByCallerMagnitudes(FActiveGameplayEffectHandle ActiveHandle, const TMap<FGameplayTag, float>& NewSetByCallerValues);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual void SetActiveGameplayEffectLevel(FActiveGameplayEffectHandle ActiveHandle, int32 NewLevel);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = GameplayEffects) virtual void SetActiveGameplayEffectLevelUsingQuery(FGameplayEffectQuery Query, int32 NewLevel);
UE_DEPRECATED(5.4, "请使用SetActiveGameplayEffectInhibit并传递MoveTemp(ActiveGEHandle),以便清楚地表明句柄不再有效。检查(然后使用)返回的FActiveGameplayEffectHandle以继续您的操作。") virtual void InhibitActiveGameplayEffect(FActiveGameplayEffectHandle ActiveGEHandle, bool bInhibit, bool bInvokeGameplayCueEvents);
virtual FActiveGameplayEffectHandle SetActiveGameplayEffectInhibit(FActiveGameplayEffectHandle&& ActiveGEHandle, bool bInhibit, bool bInvokeGameplayCueEvents);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) float GetGameplayEffectMagnitude(FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute) const;
int32 GetCurrentStackCount(FActiveGameplayEffectHandle Handle) const;
int32 GetCurrentStackCount(FGameplayAbilitySpecHandle Handle) const;
FString GetActiveGEDebugString(FActiveGameplayEffectHandle Handle) const;
FActiveGameplayEffectHandle FindActiveGameplayEffectHandle(FGameplayAbilitySpecHandle Handle) const;
const FActiveGameplayEffect* GetActiveGameplayEffect(const FActiveGameplayEffectHandle Handle) const;
const FActiveGameplayEffectsContainer& GetActiveGameplayEffects() const;
const UGameplayEffect* GetGameplayEffectCDO(const FActiveGameplayEffectHandle Handle) const;
const FGameplayTagContainer* GetGameplayEffectSourceTagsFromHandle(FActiveGameplayEffectHandle Handle) const;
const FGameplayTagContainer* GetGameplayEffectTargetTagsFromHandle(FActiveGameplayEffectHandle Handle) const;
void CaptureAttributeForGameplayEffect(OUT FGameplayEffectAttributeCaptureSpec& OutCaptureSpec);
void OnAttributeAggregatorDirty(FAggregator* Aggregator, FGameplayAttribute Attribute, bool FromRecursiveCall=false);
void OnMagnitudeDependencyChange(FActiveGameplayEffectHandle Handle, const FAggregator* ChangedAggregator);
void OnGameplayEffectAppliedToTarget(UAbilitySystemComponent* Target, const FGameplayEffectSpec& SpecApplied, FActiveGameplayEffectHandle ActiveHandle); void OnGameplayEffectAppliedToSelf(UAbilitySystemComponent* Source, const FGameplayEffectSpec& SpecApplied, FActiveGameplayEffectHandle ActiveHandle); void OnPeriodicGameplayEffectExecuteOnTarget(UAbilitySystemComponent* Target, const FGameplayEffectSpec& SpecExecuted, FActiveGameplayEffectHandle ActiveHandle); void OnPeriodicGameplayEffectExecuteOnSelf(UAbilitySystemComponent* Source, const FGameplayEffectSpec& SpecExecuted, FActiveGameplayEffectHandle ActiveHandle);
virtual void OnGameplayEffectDurationChange(struct FActiveGameplayEffect& ActiveEffect);
FOnGameplayEffectAppliedDelegate OnGameplayEffectAppliedDelegateToSelf;
FOnGameplayEffectAppliedDelegate OnGameplayEffectAppliedDelegateToTarget;
FOnGameplayEffectAppliedDelegate OnActiveGameplayEffectAddedDelegateToSelf;
FOnGameplayEffectAppliedDelegate OnPeriodicGameplayEffectExecuteDelegateOnSelf;
FOnGameplayEffectAppliedDelegate OnPeriodicGameplayEffectExecuteDelegateOnTarget;
FImmunityBlockGE OnImmunityBlockGameplayEffectDelegate;
FOnGameplayAttributeChange& RegisterGameplayAttributeEvent(FGameplayAttribute Attribute);
FOnGameplayAttributeValueChange& GetGameplayAttributeValueChangeDelegate(FGameplayAttribute Attribute);
FGenericAbilityDelegate AbilityActivatedCallbacks;
FAbilityEnded AbilityEndedCallbacks;
FGameplayAbilityEndedDelegate OnAbilityEnded;
FGenericAbilityDelegate AbilityCommittedCallbacks;
FAbilityFailedDelegate AbilityFailedCallbacks;
FAbilitySpecDirtied AbilitySpecDirtiedCallbacks;
TArray<FGameplayEffectApplicationQuery> GameplayEffectApplicationQueries;
virtual void NotifyAbilityCommit(UGameplayAbility* Ability); virtual void NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability); virtual void NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason);
FOnGivenActiveGameplayEffectRemoved& OnAnyGameplayEffectRemovedDelegate();
FActiveGameplayEffectEvents* GetActiveEffectEventSet(FActiveGameplayEffectHandle Handle); FOnActiveGameplayEffectRemoved_Info* OnGameplayEffectRemoved_InfoDelegate(FActiveGameplayEffectHandle Handle); FOnActiveGameplayEffectStackChange* OnGameplayEffectStackChangeDelegate(FActiveGameplayEffectHandle Handle); FOnActiveGameplayEffectTimeChange* OnGameplayEffectTimeChangeDelegate(FActiveGameplayEffectHandle Handle); FOnActiveGameplayEffectInhibitionChanged* OnGameplayEffectInhibitionChangedDelegate(FActiveGameplayEffectHandle Handle);
FORCEINLINE bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override { return GameplayTagCountContainer.HasMatchingGameplayTag(TagToCheck); }
FORCEINLINE bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override { return GameplayTagCountContainer.HasAllMatchingGameplayTags(TagContainer); }
FORCEINLINE bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override { return GameplayTagCountContainer.HasAnyMatchingGameplayTags(TagContainer); }
FORCEINLINE void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override { TagContainer.Reset(); TagContainer.AppendTags(GetOwnedGameplayTags()); }
[[nodiscard]] FORCEINLINE const FGameplayTagContainer& GetOwnedGameplayTags() const { return GameplayTagCountContainer.GetExplicitGameplayTags(); }
FORCEINLINE bool MatchesGameplayTagQuery(const FGameplayTagQuery& TagQuery) const { return TagQuery.Matches(GameplayTagCountContainer.GetExplicitGameplayTags()); }
FORCEINLINE int32 GetTagCount(FGameplayTag TagToCheck) const { return GameplayTagCountContainer.GetTagCount(TagToCheck); }
FORCEINLINE void SetTagMapCount(const FGameplayTag& Tag, int32 NewCount) { GameplayTagCountContainer.SetTagCount(Tag, NewCount); }
FORCEINLINE void UpdateTagMap(const FGameplayTag& BaseTag, int32 CountDelta) { if (GameplayTagCountContainer.UpdateTagCount(BaseTag, CountDelta)) { OnTagUpdated(BaseTag, CountDelta > 0); } }
FORCEINLINE void UpdateTagMap(const FGameplayTagContainer& Container, int32 CountDelta) { if (!Container.IsEmpty()) { UpdateTagMap_Internal(Container, CountDelta); } }
FORCEINLINE void GetBlockedAbilityTags(FGameplayTagContainer& TagContainer) const { TagContainer.AppendTags(GetBlockedAbilityTags()); }
[[nodiscard]] FORCEINLINE const FGameplayTagContainer& GetBlockedAbilityTags() const { return BlockedAbilityTags.GetExplicitGameplayTags(); }
FORCEINLINE void AddLooseGameplayTag(const FGameplayTag& GameplayTag, int32 Count=1) { UpdateTagMap(GameplayTag, Count); }
FORCEINLINE void AddLooseGameplayTags(const FGameplayTagContainer& GameplayTags, int32 Count = 1) { UpdateTagMap(GameplayTags, Count); }
FORCEINLINE void RemoveLooseGameplayTag(const FGameplayTag& GameplayTag, int32 Count = 1) { UpdateTagMap(GameplayTag, -Count); }
FORCEINLINE void RemoveLooseGameplayTags(const FGameplayTagContainer& GameplayTags, int32 Count = 1) { UpdateTagMap(GameplayTags, -Count); }
FORCEINLINE void SetLooseGameplayTagCount(const FGameplayTag& GameplayTag, int32 NewCount) { SetTagMapCount(GameplayTag, NewCount); }
UFUNCTION(BlueprintPure, Category = "Gameplay Tags") int32 GetGameplayTagCount(FGameplayTag GameplayTag) const;
FORCEINLINE void AddReplicatedLooseGameplayTag(const FGameplayTag& GameplayTag) { GetReplicatedLooseTags_Mutable().AddTag(GameplayTag); }
FORCEINLINE void AddReplicatedLooseGameplayTags(const FGameplayTagContainer& GameplayTags) { GetReplicatedLooseTags_Mutable().AddTags(GameplayTags); }
FORCEINLINE void RemoveReplicatedLooseGameplayTag(const FGameplayTag& GameplayTag) { GetReplicatedLooseTags_Mutable().RemoveTag(GameplayTag); }
FORCEINLINE void RemoveReplicatedLooseGameplayTags(const FGameplayTagContainer& GameplayTags) { GetReplicatedLooseTags_Mutable().RemoveTags(GameplayTags); }
FORCEINLINE void SetReplicatedLooseGameplayTagCount(const FGameplayTag& GameplayTag, int32 NewCount) { GetReplicatedLooseTags_Mutable().SetTagCount(GameplayTag, NewCount); }
FORCEINLINE void AddMinimalReplicationGameplayTag(const FGameplayTag& GameplayTag) { GetMinimalReplicationTags_Mutable().AddTag(GameplayTag); }
FORCEINLINE void AddMinimalReplicationGameplayTags(const FGameplayTagContainer& GameplayTags) { GetMinimalReplicationTags_Mutable().AddTags(GameplayTags); }
FORCEINLINE void RemoveMinimalReplicationGameplayTag(const FGameplayTag& GameplayTag) { GetMinimalReplicationTags_Mutable().RemoveTag(GameplayTag); }
FORCEINLINE void RemoveMinimalReplicationGameplayTags(const FGameplayTagContainer& GameplayTags) { GetMinimalReplicationTags_Mutable().RemoveTags(GameplayTags); }
FOnGameplayEffectTagCountChanged& RegisterGameplayTagEvent(FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
bool UnregisterGameplayTagEvent(FDelegateHandle DelegateHandle, FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
FDelegateHandle RegisterAndCallGameplayTagEvent(FGameplayTag Tag, FOnGameplayEffectTagCountChanged::FDelegate Delegate, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
FOnGameplayEffectTagCountChanged& RegisterGenericGameplayTagEvent();
virtual int32 HandleGameplayEvent(FGameplayTag EventTag, const FGameplayEventData* Payload);
FDelegateHandle AddGameplayEventTagContainerDelegate(const FGameplayTagContainer& TagFilter, const FGameplayEventTagMulticastDelegate::FDelegate& Delegate);
void RemoveGameplayEventTagContainerDelegate(const FGameplayTagContainer& TagFilter, FDelegateHandle DelegateHandle);
TMap<FGameplayTag, FGameplayEventMulticastDelegate> GenericGameplayEventCallbacks;
UPROPERTY(meta=(SystemGameplayAttribute="true")) float OutgoingDuration;
UPROPERTY(meta = (SystemGameplayAttribute = "true")) float IncomingDuration;
static FProperty* GetOutgoingDurationProperty(); static FProperty* GetIncomingDurationProperty();
static const FGameplayEffectAttributeCaptureDefinition& GetOutgoingDurationCapture(); static const FGameplayEffectAttributeCaptureDefinition& GetIncomingDurationCapture();
UFUNCTION(BlueprintCallable, Category = GameplayEffects, meta=(DisplayName = "ApplyGameplayEffectToTarget", ScriptName = "ApplyGameplayEffectToTarget")) FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent *Target, float Level, FGameplayEffectContextHandle Context); FActiveGameplayEffectHandle ApplyGameplayEffectToTarget(UGameplayEffect *GameplayEffect, UAbilitySystemComponent *Target, float Level = UGameplayEffect::INVALID_LEVEL, FGameplayEffectContextHandle Context = FGameplayEffectContextHandle(), FPredictionKey PredictionKey = FPredictionKey());
UFUNCTION(BlueprintCallable, Category = GameplayEffects, meta=(DisplayName = "ApplyGameplayEffectToSelf", ScriptName = "ApplyGameplayEffectToSelf")) FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, FGameplayEffectContextHandle EffectContext); FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(const UGameplayEffect *GameplayEffect, float Level, const FGameplayEffectContextHandle& EffectContext, FPredictionKey PredictionKey = FPredictionKey());
int32 GetNumActiveGameplayEffects() const { return ActiveGameplayEffects.GetNumGameplayEffects(); }
void GetAllActiveGameplayEffectSpecs(TArray<FGameplayEffectSpec>& OutSpecCopies) const { ActiveGameplayEffects.GetAllActiveGameplayEffectSpecs(OutSpecCopies); }
void SetBaseAttributeValueFromReplication(const FGameplayAttribute& Attribute, float NewValue, float OldValue) { ActiveGameplayEffects.SetBaseAttributeValueFromReplication(Attribute, NewValue, OldValue); }
void SetBaseAttributeValueFromReplication(const FGameplayAttribute& Attribute, const FGameplayAttributeData& NewValue, const FGameplayAttributeData& OldValue) { ActiveGameplayEffects.SetBaseAttributeValueFromReplication(Attribute, NewValue.GetBaseValue(), OldValue.GetBaseValue()); }
bool CanApplyAttributeModifiers(const UGameplayEffect *GameplayEffect, float Level, const FGameplayEffectContextHandle& EffectContext) { return ActiveGameplayEffects.CanApplyAttributeModifiers(GameplayEffect, Level, EffectContext); }
TArray<float> GetActiveEffectsTimeRemaining(const FGameplayEffectQuery& Query) const;
TArray<float> GetActiveEffectsDuration(const FGameplayEffectQuery& Query) const;
TArray<TPair<float,float>> GetActiveEffectsTimeRemainingAndDuration(const FGameplayEffectQuery& Query) const;
UFUNCTION(BlueprintCallable, BlueprintPure=false, Category = "Gameplay Effects", meta=(DisplayName = "Get Active Gameplay Effects for Query")) TArray<FActiveGameplayEffectHandle> GetActiveEffects(const FGameplayEffectQuery& Query) const;
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Effects") TArray<FActiveGameplayEffectHandle> GetActiveEffectsWithAllTags(FGameplayTagContainer Tags) const;
float GetActiveEffectsEndTime(const FGameplayEffectQuery& Query) const; float GetActiveEffectsEndTimeWithInstigators(const FGameplayEffectQuery& Query, TArray<AActor*>& Instigators) const;
bool GetActiveEffectsEndTimeAndDuration(const FGameplayEffectQuery& Query, float& EndTime, float& Duration) const;
virtual void ModifyActiveEffectStartTime(FActiveGameplayEffectHandle Handle, float StartTimeDiff);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) int32 RemoveActiveEffectsWithTags(FGameplayTagContainer Tags);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) int32 RemoveActiveEffectsWithSourceTags(FGameplayTagContainer Tags);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) int32 RemoveActiveEffectsWithAppliedTags(FGameplayTagContainer Tags);
UFUNCTION(BlueprintCallable, Category = GameplayEffects) int32 RemoveActiveEffectsWithGrantedTags(FGameplayTagContainer Tags);
virtual int32 RemoveActiveEffects(const FGameplayEffectQuery& Query, int32 StacksToRemove = -1);
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC Spec, FPredictionKey PredictionKey) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueExecuted(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCuesExecuted(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueExecuted_WithParams(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueAdded(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters Parameters) override; UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, FPredictionKey PredictionKey) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) override;
UFUNCTION(NetMulticast, unreliable) void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) override;
void ExecuteGameplayCue(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle()); void ExecuteGameplayCue(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
void AddGameplayCue(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle()); void AddGameplayCue(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
void AddGameplayCue_MinimalReplication(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle());
void RemoveGameplayCue(const FGameplayTag GameplayCueTag); void RemoveGameplayCue_MinimalReplication(const FGameplayTag GameplayCueTag); void RemoveAllGameplayCues();
void InvokeGameplayCueEvent(const FGameplayEffectSpecForRPC& Spec, EGameplayCueEvent::Type EventType); void InvokeGameplayCueEvent(const FGameplayTag GameplayCueTag, EGameplayCueEvent::Type EventType, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle()); void InvokeGameplayCueEvent(const FGameplayTag GameplayCueTag, EGameplayCueEvent::Type EventType, const FGameplayCueParameters& GameplayCueParameters);
UFUNCTION(BlueprintCallable, Category="GameplayCue", meta=(GameplayTagFilter="GameplayCue")) bool IsGameplayCueActive(const FGameplayTag GameplayCueTag) const { return HasMatchingGameplayTag(GameplayCueTag); }
virtual void InitDefaultGameplayCueParameters(FGameplayCueParameters& Parameters);
virtual bool IsReadyForGameplayCues();
virtual void HandleDeferredGameplayCues(const FActiveGameplayEffectsContainer* GameplayEffectsContainer);
UE_DEPRECATED(5.4, "ReinvokeActiveGameplayCues未使用且其逻辑与预测游戏效果不一致。如果需要,可以在自己的项目中实现它。") virtual void ReinvokeActiveGameplayCues();
FGameplayAbilitySpecHandle GiveAbility(const FGameplayAbilitySpec& AbilitySpec);
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce(FGameplayAbilitySpec& AbilitySpec, const FGameplayEventData* GameplayEventData = nullptr);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Gameplay Abilities", meta = (DisplayName = "Give Ability", ScriptName = "GiveAbility")) FGameplayAbilitySpecHandle K2_GiveAbility(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level = 0, int32 InputID = -1);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Gameplay Abilities", meta = (DisplayName = "Give Ability And Activate Once", ScriptName = "GiveAbilityAndActivateOnce")) FGameplayAbilitySpecHandle K2_GiveAbilityAndActivateOnce(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level = 0, int32 InputID = -1);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities") void ClearAllAbilities();
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Gameplay Abilities") void ClearAllAbilitiesWithInputID(int32 InputID = 0);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Gameplay Abilities") void ClearAbility(const FGameplayAbilitySpecHandle& Handle); void SetRemoveAbilityOnEnd(FGameplayAbilitySpecHandle AbilitySpecHandle);
void GetActivatableGameplayAbilitySpecsByAllMatchingTags(const FGameplayTagContainer& GameplayTagContainer, TArray < struct FGameplayAbilitySpec* >& MatchingGameplayAbilities, bool bOnlyAbilitiesThatSatisfyTagRequirements = true) const;
UFUNCTION(BlueprintCallable, Category = "Abilities") bool TryActivateAbilitiesByTag(const FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation = true);
UFUNCTION(BlueprintCallable, Category = "Abilities") bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation = true);
UFUNCTION(BlueprintCallable, Category = "Abilities") bool TryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation = true);
bool HasActivatableTriggeredAbility(FGameplayTag Tag);
bool TriggerAbilityFromGameplayEvent(FGameplayAbilitySpecHandle AbilityToTrigger, FGameplayAbilityActorInfo* ActorInfo, FGameplayTag Tag, const FGameplayEventData* Payload, UAbilitySystemComponent& Component);
void CancelAbility(UGameplayAbility* Ability);
void CancelAbilityHandle(const FGameplayAbilitySpecHandle& AbilityHandle);
void CancelAbilities(const FGameplayTagContainer* WithTags=nullptr, const FGameplayTagContainer* WithoutTags=nullptr, UGameplayAbility* Ignore=nullptr);
void CancelAllAbilities(UGameplayAbility* Ignore=nullptr);
virtual void DestroyActiveState();
virtual void ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags);
virtual void HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled) {}
virtual bool AreAbilityTagsBlocked(const FGameplayTagContainer& Tags) const;
void BlockAbilitiesWithTags(const FGameplayTagContainer& Tags); void UnBlockAbilitiesWithTags(const FGameplayTagContainer& Tags);
bool IsAbilityInputBlocked(int32 InputID) const;
void BlockAbilityByInputID(int32 InputID); void UnBlockAbilityByInputID(int32 InputID);
const TArray<FGameplayAbilitySpec>& GetActivatableAbilities() const { return ActivatableAbilities.Items; }
TArray<FGameplayAbilitySpec>& GetActivatableAbilities() { return ActivatableAbilities.Items; }
float GetAbilityLastActivatedTime() const { return AbilityLastActivatedTime; }
FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle, EConsiderPending ConsiderPending = EConsiderPending::PendingRemove) const; UE_DEPRECATED(5.3, "FindAbilitySpecFromGEHandle从不准确,因为GameplayEffect可以授予多个GameplayAbilities。现在它返回nullptr。") FGameplayAbilitySpec* FindAbilitySpecFromGEHandle(FActiveGameplayEffectHandle Handle) const;
TArray<const FGameplayAbilitySpec*> FindAbilitySpecsFromGEHandle(const FScopedAbilityListLock& ScopeLock, FActiveGameplayEffectHandle Handle, EConsiderPending ConsiderPending = EConsiderPending::PendingRemove) const;
FGameplayAbilitySpec* FindAbilitySpecFromClass(TSubclassOf<UGameplayAbility> InAbilityClass) const;
FGameplayAbilitySpec* FindAbilitySpecFromInputID(int32 InputID) const;
virtual void FindAllAbilitySpecsFromInputID(int32 InputID, TArray<const FGameplayAbilitySpec*>& OutAbilitySpecs) const;
virtual FGameplayAbilitySpec BuildAbilitySpecFromClass(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level = 0, int32 InputID = -1);
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Abilities") void GetAllAbilities(TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles) const;
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Abilities") void FindAllAbilitiesWithTags(TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, FGameplayTagContainer Tags, bool bExactMatch = true) const;
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Abilities") void FindAllAbilitiesMatchingQuery(TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, FGameplayTagQuery Query) const;
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Gameplay Abilities") void FindAllAbilitiesWithInputID(TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, int32 InputID = 0) const;
FGameplayEffectContextHandle GetEffectContextFromActiveGEHandle(FActiveGameplayEffectHandle Handle);
void MarkAbilitySpecDirty(FGameplayAbilitySpec& Spec, bool WasAddOrRemove=false);
bool InternalTryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, FPredictionKey InPredictionKey = FPredictionKey(), UGameplayAbility ** OutInstancedAbility = nullptr, FOnGameplayAbilityEnded::FDelegate* OnGameplayAbilityEndedDelegate = nullptr, const FGameplayEventData* TriggerEventData = nullptr);
FGameplayTagContainer InternalTryActivateAbilityFailureTags;
virtual void NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled);
void ClearAbilityReplicatedDataCache(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActivationInfo& ActivationInfo);
void IncrementAbilityListLock(); void DecrementAbilityListLock();
struct FAbilitySystemComponentDebugInfo { FAbilitySystemComponentDebugInfo() { FMemory::Memzero(*this); }
class UCanvas* Canvas;
bool bPrintToLog;
bool bShowAttributes; bool bShowGameplayEffects;; bool bShowAbilities;
float XPos; float YPos; float OriginalX; float OriginalY; float MaxY; float NewColumnYPadding; float YL;
bool Accumulate; TArray<FString> Strings;
int32 GameFlags; };
static void OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos);
virtual void DisplayDebug(class UCanvas* Canvas, const class FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos); virtual void PrintDebug();
void AccumulateScreenPos(FAbilitySystemComponentDebugInfo& Info); virtual void Debug_Internal(struct FAbilitySystemComponentDebugInfo& Info); void DebugLine(struct FAbilitySystemComponentDebugInfo& Info, FString Str, float XOffset, float YOffset, int32 MinTextRowsToAdvance = 0); FString CleanupName(FString Str);
void PrintAllGameplayEffects() const;
UFUNCTION(Server, reliable, WithValidation) void ServerPrintDebug_Request();
UFUNCTION(Server, reliable, WithValidation) void ServerPrintDebug_RequestWithStrings(const TArray<FString>& Strings);
virtual void OnServerPrintDebug_Request();
virtual bool ShouldSendClientDebugStringsToServer() const;
UFUNCTION(Client, reliable) void ClientPrintDebug_Response(const TArray<FString>& Strings, int32 GameFlags); virtual void OnClientPrintDebug_Response(const TArray<FString>& Strings, int32 GameFlags);
#if ENABLE_VISUAL_LOG void ClearDebugInstantEffects(); virtual void GrabDebugSnapshot(FVisualLogEntry* Snapshot) const override; #endif
UE_DEPRECATED(4.26, "这将在未来的引擎版本中变为私有。请改用SetClientDebugStrings、GetClientDebugStrings或GetClientDebugStrings_Mutable。") UPROPERTY(ReplicatedUsing=OnRep_ClientDebugString) TArray<FString> ClientDebugStrings;
void SetClientDebugStrings(TArray<FString>&& NewClientDebugStrings); TArray<FString>& GetClientDebugStrings_Mutable(); const TArray<FString>& GetClientDebugStrings() const;
UE_DEPRECATED(4.26, "这将在未来的引擎版本中变为私有。请改用SetServerDebugStrings、GetServerDebugStrings或GetServerDebugStrings_Mutable。") UPROPERTY(ReplicatedUsing=OnRep_ServerDebugString) TArray<FString> ServerDebugStrings;
void SetServerDebugStrings(TArray<FString>&& NewServerDebugStrings); TArray<FString>& GetServerDebugStrings_Mutable(); const TArray<FString>& GetServerDebugStrings() const;
UFUNCTION() virtual void OnRep_ClientDebugString();
UFUNCTION() virtual void OnRep_ServerDebugString();
void CallServerTryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, FPredictionKey PredictionKey); void CallServerSetReplicatedTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, FGameplayTag ApplicationTag, FPredictionKey CurrentPredictionKey); void CallServerEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo, FPredictionKey PredictionKey);
virtual bool ShouldDoServerAbilityRPCBatch() const { return false; } virtual void BeginServerAbilityRPCBatch(FGameplayAbilitySpecHandle AbilityHandle); virtual void EndServerAbilityRPCBatch(FGameplayAbilitySpecHandle AbilityHandle);
TArray<FServerAbilityRPCBatch, TInlineAllocator<1> > LocalServerAbilityRPCBatchData;
UFUNCTION(Server, reliable, WithValidation) void ServerAbilityRPCBatch(FServerAbilityRPCBatch BatchInfo);
virtual void ServerAbilityRPCBatch_Internal(FServerAbilityRPCBatch& BatchInfo);
UFUNCTION(BlueprintCallable, Category="Abilities") bool GetUserAbilityActivationInhibited() const; UFUNCTION(BlueprintCallable, Category="Abilities") virtual void SetUserAbilityActivationInhibited(bool NewInhibit);
UPROPERTY() bool UserAbilityActivationInhibited;
UPROPERTY() bool ReplicationProxyEnabled;
UPROPERTY() bool bSuppressGrantAbility;
UPROPERTY() bool bSuppressGameplayCues;
UPROPERTY() TArray<TObjectPtr<AGameplayAbilityTargetActor>> SpawnedTargetActors;
virtual void BindToInputComponent(UInputComponent* InputComponent);
virtual void BindAbilityActivationToInputComponent(UInputComponent* InputComponent, FGameplayAbilityInputBinds BindInfo);
virtual void SetBlockAbilityBindingsArray(FGameplayAbilityInputBinds BindInfo);
virtual void AbilityLocalInputPressed(int32 InputID); virtual void AbilityLocalInputReleased(int32 InputID);
UFUNCTION(BlueprintCallable, Category = "Gameplay Abilities") void PressInputID(int32 InputID);
UFUNCTION(BlueprintCallable, Category = "Gameplay Abilities") void ReleaseInputID(int32 InputID);
virtual void LocalInputConfirm(); virtual void LocalInputCancel();
UFUNCTION(BlueprintCallable, Category = "Gameplay Abilities") void InputConfirm();
UFUNCTION(BlueprintCallable, Category = "Gameplay Abilities") void InputCancel(); int32 GenericConfirmInputID; int32 GenericCancelInputID;
bool IsGenericConfirmInputBound(int32 InputID) const { return ((InputID == GenericConfirmInputID) && GenericLocalConfirmCallbacks.IsBound()); } bool IsGenericCancelInputBound(int32 InputID) const { return ((InputID == GenericCancelInputID) && GenericLocalCancelCallbacks.IsBound()); }
FAbilityConfirmOrCancel GenericLocalConfirmCallbacks;
FAbilityConfirmOrCancel GenericLocalCancelCallbacks;
UFUNCTION(BlueprintCallable, Category = "Abilities") virtual void TargetConfirm();
UFUNCTION(BlueprintCallable, Category = "Abilities") virtual void TargetCancel();
virtual float PlayMontage(UGameplayAbility* AnimatingAbility, FGameplayAbilityActivationInfo ActivationInfo, UAnimMontage* Montage, float InPlayRate, FName StartSectionName = NAME_None, float StartTimeSeconds = 0.0f); virtual UAnimMontage* PlaySlotAnimationAsDynamicMontage(UGameplayAbility* AnimatingAbility, FGameplayAbilityActivationInfo ActivationInfo, UAnimSequenceBase* AnimAsset, FName SlotName, float BlendInTime, float BlendOutTime, float InPlayRate = 1.f, float StartTimeSeconds = 0.0f);
virtual float PlayMontageSimulated(UAnimMontage* Montage, float InPlayRate, FName StartSectionName = NAME_None); virtual UAnimMontage* PlaySlotAnimationAsDynamicMontageSimulated(UAnimSequenceBase* AnimAsset, FName SlotName, float BlendInTime, float BlendOutTime, float InPlayRate = 1.f);
virtual void CurrentMontageStop(float OverrideBlendOutTime = -1.0f);
virtual void StopMontageIfCurrent(const UAnimMontage& Montage, float OverrideBlendOutTime = -1.0f);
virtual void ClearAnimatingAbility(UGameplayAbility* Ability);
virtual void CurrentMontageJumpToSection(FName SectionName);
virtual void CurrentMontageSetNextSectionName(FName FromSectionName, FName ToSectionName);
virtual void CurrentMontageSetPlayRate(float InPlayRate);
bool IsAnimatingAbility(UGameplayAbility* Ability) const;
UGameplayAbility* GetAnimatingAbility();
UAnimMontage* GetCurrentMontage() const;
int32 GetCurrentMontageSectionID() const;
FName GetCurrentMontageSectionName() const;
float GetCurrentMontageSectionLength() const;
float GetCurrentMontageSectionTimeLeft() const;
void SetMontageRepAnimPositionMethod(ERepAnimPositionMethod InMethod);
private:
UPROPERTY(ReplicatedUsing = OnRep_OwningActor) TObjectPtr<AActor> OwnerActor;
UPROPERTY(ReplicatedUsing = OnRep_OwningActor) TObjectPtr<AActor> AvatarActor;
public:
void SetOwnerActor(AActor* NewOwnerActor); AActor* GetOwnerActor() const { return OwnerActor; }
void SetAvatarActor_Direct(AActor* NewAvatarActor); AActor* GetAvatarActor_Direct() const { return AvatarActor; } UFUNCTION() void OnRep_OwningActor();
UFUNCTION() void OnAvatarActorDestroyed(AActor* InActor);
UFUNCTION() void OnOwnerActorDestroyed(AActor* InActor);
UFUNCTION() void OnSpawnedAttributesEndPlayed(AActor* InActor, EEndPlayReason::Type EndPlayReason);
TSharedPtr<FGameplayAbilityActorInfo> AbilityActorInfo;
virtual void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor);
virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
AActor* GetAvatarActor() const;
void SetAvatarActor(AActor* InAvatarActor);
virtual void OnPlayerControllerSet() { }
virtual void ClearActorInfo();
void RefreshAbilityActorInfo();
UFUNCTION(Server, reliable, WithValidation) void ServerSetReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey);
UFUNCTION(Server, reliable, WithValidation) void ServerSetReplicatedEventWithPayload(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey, FVector_NetQuantize100 VectorPayload);
UFUNCTION(Client, reliable) void ClientSetReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
bool InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey = FPredictionKey());
bool InvokeReplicatedEventWithPayload(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey, FVector_NetQuantize100 VectorPayload); UFUNCTION(Server, reliable, WithValidation) void ServerSetReplicatedTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, FGameplayTag ApplicationTag, FPredictionKey CurrentPredictionKey);
UFUNCTION(Server, reliable, WithValidation) void ServerSetReplicatedTargetDataCancelled(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey);
virtual void ConfirmAbilityTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& TargetData, const FGameplayTag& ApplicationTag);
virtual void CancelAbilityTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey); void ConsumeClientReplicatedTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
void ConsumeGenericReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
FAbilityReplicatedData GetReplicatedDataOfGenericReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey); void CallAllReplicatedDelegatesIfSet(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
bool CallReplicatedTargetDataDelegatesIfSet(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
bool CallReplicatedEventDelegateIfSet(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
bool CallOrAddReplicatedDelegate(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FSimpleMulticastDelegate::FDelegate Delegate);
FAbilityTargetDataSetDelegate& AbilityTargetDataSetDelegate(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
FSimpleMulticastDelegate& AbilityTargetDataCancelledDelegate(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
FSimpleMulticastDelegate& AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey);
UFUNCTION(Server, reliable, WithValidation) void ServerSetInputPressed(FGameplayAbilitySpecHandle AbilityHandle);
UFUNCTION(Server, reliable, WithValidation) void ServerSetInputReleased(FGameplayAbilitySpecHandle AbilityHandle);
virtual void AbilitySpecInputPressed(FGameplayAbilitySpec& Spec);
virtual void AbilitySpecInputReleased(FGameplayAbilitySpec& Spec);
virtual void InitializeComponent() override; virtual void UninitializeComponent() override; virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override; virtual bool GetShouldTick() const override; virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override; virtual void GetSubobjectsWithStableNamesForNetworking(TArray<UObject*>& Objs) override; virtual bool ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override; virtual void ForceReplication() override; virtual void PreNetReceive() override; virtual void PostNetReceive() override; virtual void OnRegister() override; virtual void OnUnregister() override; virtual void ReadyForReplication() override; virtual void BeginPlay() override;
protected: virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; virtual void GetReplicatedCustomConditionState(FCustomPropertyConditionState& OutActiveState) const override;
void UpdateActiveGameplayEffectsReplicationCondition(); void UpdateMinimalReplicationGameplayCuesCondition();
UPROPERTY(ReplicatedUsing = OnRep_ActivateAbilities, BlueprintReadOnly, Transient, Category = "Abilities") FGameplayAbilitySpecContainer ActivatableAbilities;
FGameplayAbilityReplicatedDataContainer AbilityTargetDataMap;
TArray<TPair<FGameplayTagContainer, FGameplayEventTagMulticastDelegate>> GameplayEventTagContainerDelegates;
UE_DEPRECATED(5.1, "此数组将变为私有。请改用GetReplicatedInstancedAbilities、AddReplicatedInstancedAbility或RemoveReplicatedInstancedAbility。") UPROPERTY() TArray<TObjectPtr<UGameplayAbility>> AllReplicatedInstancedAbilities;
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray<UGameplayAbility*>& GetReplicatedInstancedAbilities() const { return AllReplicatedInstancedAbilities; } PRAGMA_ENABLE_DEPRECATION_WARNINGS
void AddReplicatedInstancedAbility(UGameplayAbility* GameplayAbility);
void RemoveReplicatedInstancedAbility(UGameplayAbility* GameplayAbility);
void RemoveAllReplicatedInstancedAbilities();
virtual void OnGiveAbility(FGameplayAbilitySpec& AbilitySpec);
virtual void OnRemoveAbility(FGameplayAbilitySpec& AbilitySpec);
void CheckForClearedAbilities();
virtual void CancelAbilitySpec(FGameplayAbilitySpec& Spec, UGameplayAbility* Ignore);
virtual UGameplayAbility* CreateNewInstanceOfAbility(FGameplayAbilitySpec& Spec, const UGameplayAbility* Ability);
int32 AbilityScopeLockCount; TArray<FGameplayAbilitySpecHandle, TInlineAllocator<2> > AbilityPendingRemoves; TArray<FGameplayAbilitySpec, TInlineAllocator<2> > AbilityPendingAdds; bool bAbilityPendingClearAll;
float AbilityLastActivatedTime;
UFUNCTION() virtual void OnRep_ActivateAbilities();
UFUNCTION(Server, reliable, WithValidation) void ServerTryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, FPredictionKey PredictionKey);
UFUNCTION(Server, reliable, WithValidation) void ServerTryActivateAbilityWithEventData(FGameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, FPredictionKey PredictionKey, FGameplayEventData TriggerEventData);
UFUNCTION(Client, reliable) void ClientTryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate);
void RemoteEndOrCancelAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo, bool bWasCanceled);
UFUNCTION(Server, reliable, WithValidation) void ServerEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo, FPredictionKey PredictionKey);
UFUNCTION(Client, reliable) void ClientEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo);
UFUNCTION(Server, reliable, WithValidation) void ServerCancelAbility(FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo);
UFUNCTION(Client, reliable) void ClientCancelAbility(FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo);
UFUNCTION(Client, Reliable) void ClientActivateAbilityFailed(FGameplayAbilitySpecHandle AbilityToActivate, int16 PredictionKey); int32 ClientActivateAbilityFailedCountRecent; float ClientActivateAbilityFailedStartTime;
void OnClientActivateAbilityCaughtUp(FGameplayAbilitySpecHandle AbilityToActivate, FPredictionKey::KeyType PredictionKey);
UFUNCTION(Client, Reliable) void ClientActivateAbilitySucceed(FGameplayAbilitySpecHandle AbilityToActivate, FPredictionKey PredictionKey);
UFUNCTION(Client, Reliable) void ClientActivateAbilitySucceedWithEventData(FGameplayAbilitySpecHandle AbilityToActivate, FPredictionKey PredictionKey, FGameplayEventData TriggerEventData);
virtual void InternalServerTryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData* TriggerEventData);
void OnPredictiveMontageRejected(UAnimMontage* PredictiveMontage);
void AnimMontage_UpdateReplicatedData(); void AnimMontage_UpdateReplicatedData(FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo);
void AnimMontage_UpdateForcedPlayFlags(FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo);
UE_DEPRECATED(4.26, "这将在未来的引擎版本中变为私有。请改用SetRepAnimMontageInfo、GetRepAnimMontageInfo或GetRepAnimMontageInfo_Mutable。") UPROPERTY(ReplicatedUsing=OnRep_ReplicatedAnimMontage) FGameplayAbilityRepAnimMontage RepAnimMontageInfo;
void SetRepAnimMontageInfo(const FGameplayAbilityRepAnimMontage& NewRepAnimMontageInfo); FGameplayAbilityRepAnimMontage& GetRepAnimMontageInfo_Mutable(); const FGameplayAbilityRepAnimMontage& GetRepAnimMontageInfo() const;
UPROPERTY() bool bCachedIsNetSimulated;
UPROPERTY() bool bPendingMontageRep;
UPROPERTY() FGameplayAbilityLocalAnimMontage LocalAnimMontageInfo;
UFUNCTION() virtual void OnRep_ReplicatedAnimMontage();
virtual bool IsReadyForReplicatedMontage();
UFUNCTION(reliable, server, WithValidation) void ServerCurrentMontageSetNextSectionName(UAnimSequenceBase* ClientAnimation, float ClientPosition, FName SectionName, FName NextSectionName);
UFUNCTION(reliable, server, WithValidation) void ServerCurrentMontageJumpToSectionName(UAnimSequenceBase* ClientAnimation, FName SectionName);
UFUNCTION(reliable, server, WithValidation) void ServerCurrentMontageSetPlayRate(UAnimSequenceBase* ClientAnimation, float InPlayRate);
TMap<FGameplayTag, TArray<FGameplayAbilitySpecHandle > > GameplayEventTriggeredAbilities;
TMap<FGameplayTag, TArray<FGameplayAbilitySpecHandle > > OwnedTagTriggeredAbilities;
virtual void MonitoredTagChanged(const FGameplayTag Tag, int32 NewCount);
bool HasNetworkAuthorityToActivateTriggeredAbility(const FGameplayAbilitySpec &Spec) const;
UE_DEPRECATED(5.3, "请直接使用OnImmunityBlockGameplayEffectDelegate。它从UImmunityGameplayEffectComponent触发。如果需要不同功能,可以创建自己的GameplayEffectComponent。") virtual void OnImmunityBlockGameplayEffect(const FGameplayEffectSpec& Spec, const FActiveGameplayEffect* ImmunityGE);
virtual void AddGameplayCue_Internal(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle& EffectContext, FActiveGameplayCueContainer& GameplayCueContainer); virtual void AddGameplayCue_Internal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters, FActiveGameplayCueContainer& GameplayCueContainer); virtual void RemoveGameplayCue_Internal(const FGameplayTag GameplayCueTag, FActiveGameplayCueContainer& GameplayCueContainer);
void SetNumericAttribute_Internal(const FGameplayAttribute &Attribute, float& NewFloatValue);
bool HasNetworkAuthorityToApplyGameplayEffect(FPredictionKey PredictionKey) const;
void ExecutePeriodicEffect(FActiveGameplayEffectHandle Handle);
void ExecuteGameplayEffect(FGameplayEffectSpec &Spec, FPredictionKey PredictionKey);
void CheckDurationExpired(FActiveGameplayEffectHandle Handle); TArray<TObjectPtr<UGameplayTask>>& GetAbilityActiveTasks(UGameplayAbility* Ability); UPROPERTY(Replicated) FActiveGameplayEffectsContainer ActiveGameplayEffects;
UPROPERTY(Replicated) FActiveGameplayCueContainer ActiveGameplayCues;
UPROPERTY(Replicated) FActiveGameplayCueContainer MinimalReplicationGameplayCues;
FGameplayTagCountContainer BlockedAbilityTags;
UE_DEPRECATED(4.26, "这将在未来的引擎版本中变为私有。请改用SetBlockedAbilityBindings、GetBlockedAbilityBindings或GetBlockedAbilityBindings_Mutable。") UPROPERTY(Transient, Replicated) TArray<uint8> BlockedAbilityBindings;
void SetBlockedAbilityBindings(const TArray<uint8>& NewBlockedAbilityBindings); TArray<uint8>& GetBlockedAbilityBindings_Mutable(); const TArray<uint8>& GetBlockedAbilityBindings() const;
void DebugCyclicAggregatorBroadcasts(struct FAggregator* Aggregator); FGameplayTagCountContainer GameplayTagCountContainer;
UE_DEPRECATED(4.26, "这将在未来的引擎版本中变为私有。请改用SetMinimalReplicationTags、GetMinimalReplicationTags或GetMinimalReplicationTags_Mutable。") UPROPERTY(Replicated) FMinimalReplicationTagCountMap MinimalReplicationTags;
void SetMinimalReplicationTags(const FMinimalReplicationTagCountMap& NewMinimalReplicationTags); FMinimalReplicationTagCountMap& GetMinimalReplicationTags_Mutable(); const FMinimalReplicationTagCountMap& GetMinimalReplicationTags() const;
FMinimalReplicationTagCountMap& GetReplicatedLooseTags_Mutable(); const FMinimalReplicationTagCountMap& GetReplicatedLooseTags() const;
void ResetTagMap();
void NotifyTagMap_StackCountChange(const FGameplayTagContainer& Container);
virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists) {}; const UAttributeSet* GetAttributeSubobject(const TSubclassOf<UAttributeSet> AttributeClass) const; const UAttributeSet* GetAttributeSubobjectChecked(const TSubclassOf<UAttributeSet> AttributeClass) const; const UAttributeSet* GetOrCreateAttributeSubobject(TSubclassOf<UAttributeSet> AttributeClass);
void UpdateTagMap_Internal(const FGameplayTagContainer& Container, int32 CountDelta);
friend struct FActiveGameplayEffect; friend struct FActiveGameplayEffectAction; friend struct FActiveGameplayEffectsContainer; friend struct FActiveGameplayCue; friend struct FActiveGameplayCueContainer; friend struct FGameplayAbilitySpec; friend struct FGameplayAbilitySpecContainer; friend struct FAggregator; friend struct FActiveGameplayEffectAction_Add; friend struct FGameplayEffectSpec; friend class AAbilitySystemDebugHUD; friend class UAbilitySystemGlobals;
private:
void SetSpawnedAttributesListDirty();
PRAGMA_DISABLE_DEPRECATION_WARNINGS TArray<TObjectPtr<UGameplayAbility>>& GetReplicatedInstancedAbilities_Mutable() { return AllReplicatedInstancedAbilities; } PRAGMA_ENABLE_DEPRECATION_WARNINGS
private:
UPROPERTY(Replicated, ReplicatedUsing = OnRep_SpawnedAttributes, Transient) TArray<TObjectPtr<UAttributeSet>> SpawnedAttributes;
UFUNCTION() void OnRep_SpawnedAttributes(const TArray<UAttributeSet*>& PreviousSpawnedAttributes);
FDelegateHandle MonitoredTagChangedDelegateHandle; FTimerHandle OnRep_ActivateAbilitiesTimerHandle;
UPROPERTY(Replicated) FMinimalReplicationTagCountMap ReplicatedLooseTags;
uint8 bDestroyActiveStateInitiated : 1; public:
void CacheIsNetSimulated();
UPROPERTY(Replicated, Transient) FReplicatedPredictionKeyMap ReplicatedPredictionKeyMap;
protected:
struct FAbilityListLockActiveChange { FAbilityListLockActiveChange(UAbilitySystemComponent& InAbilitySystemComp, TArray<FGameplayAbilitySpec, TInlineAllocator<2> >& PendingAdds, TArray<FGameplayAbilitySpecHandle, TInlineAllocator<2> >& PendingRemoves) : AbilitySystemComp(InAbilitySystemComp), Adds(MoveTemp(PendingAdds)), Removes(MoveTemp(PendingRemoves)) { AbilitySystemComp.AbilityListLockActiveChanges.Add(this); }
~FAbilityListLockActiveChange() { AbilitySystemComp.AbilityListLockActiveChanges.Remove(this); }
UAbilitySystemComponent& AbilitySystemComp; TArray<FGameplayAbilitySpec, TInlineAllocator<2> > Adds; TArray<FGameplayAbilitySpecHandle, TInlineAllocator<2> > Removes; };
TArray<FAbilityListLockActiveChange*> AbilityListLockActiveChanges; };
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