Zdexby TheHolyOneZ
9,486 classes
Class

UAbilitySystemBlueprintLibrary

: UBlueprintFunctionLibrary : UObject
/Script/GameplayAbilities.AbilitySystemBlueprintLibrary 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/GameplayAbilities
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 100

SignatureFlagsNativeParams
void UnbindGameplayTagChangedEventWrapperForHandle(const FGameplayTag& Tag, const FGameplayTagChangedEventWrapperSpecHandle& Handle)FinalNative+2 flags0x18
void UnbindAllGameplayTagChangedEventWrappersForHandle(const FGameplayTagChangedEventWrapperSpecHandle& Handle)FinalNative+2 flags0x10
bool TargetDataHasOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x2D
bool TargetDataHasHitResult(FGameplayAbilityTargetDataHandle& HitResult, int32 Index)FinalNative+2 flags0x2D
bool TargetDataHasEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x2D
bool TargetDataHasActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x2D
FGameplayEffectSpecHandle SetStackCountToMax(const FGameplayEffectSpecHandle& SpecHandle)FinalNative+2 flags0x20
FGameplayEffectSpecHandle SetStackCount(const FGameplayEffectSpecHandle& SpecHandle, int32 StackCount)FinalNative+2 flags0x28
FGameplayEffectSpecHandle SetDuration(const FGameplayEffectSpecHandle& SpecHandle, float Duration)FinalNative+2 flags0x28
void SendGameplayEventToActor(AActor* Actor, const FGameplayTag& EventTag, const FGameplayEventData& Payload)FinalNative+2 flags0xC0
bool RemoveLooseGameplayTags(AActor* Actor, FGameplayTagContainer& GameplayTags, bool bShouldReplicate)FinalNative+2 flags0x2A
bool NotEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB)FinalNative+2 flags0x71
bool NotEqual_GameplayAbilitySpecHandle(FGameplayAbilitySpecHandle& A, FGameplayAbilitySpecHandle& B)FinalNative+2 flags0x09
bool NotEqual_ActiveGameplayEffectHandle(FActiveGameplayEffectHandle& A, FActiveGameplayEffectHandle& B)FinalNative+2 flags0x11
FGameplayEffectSpecHandle MakeSpecHandleByClass(TSubclassOf<UGameplayEffect> GameplayEffect, AActor* Instigator, AActor* EffectCauser, float Level)FinalNative+2 flags0x30
FGameplayEffectSpecHandle MakeSpecHandle(UGameplayEffect* InGameplayEffect, AActor* InInstigator, AActor* InEffectCauser, float InLevel)FinalNative+2 flags0x30
FGameplayCueParameters MakeGameplayCueParameters(float NormalizedMagnitude, float RawMagnitude, const FGameplayEffectContextHandle& EffectContext, const FGameplayTag& MatchedTagName, const FGameplayTag& OriginalTag, const FGameplayTagContainer& AggregatedSourceTags, const FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, AActor* Instigator, AActor* EffectCauser, UObject* SourceObject, UPhysicalMaterial* PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, USceneComponent* TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy)FinalNative+2 flags0x1B0
FGameplayTargetDataFilterHandle MakeFilterHandle(const FGameplayTargetDataFilter& Filter, AActor* FilterActor)FinalNative+2 flags0x38
bool IsValid(const FGameplayAttribute& Attribute)FinalNative+2 flags0x39
bool IsInstigatorLocallyControlledPlayer(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD9
bool IsInstigatorLocallyControlled(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD9
bool IsGameplayAbilityActive(UGameplayAbility* GameplayAbility)FinalNative+2 flags0x09
bool HasHitResult(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD9
FTransform GetTargetDataOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x90
FTransform GetTargetDataEndPointTransform(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x90
FVector GetTargetDataEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x48
FVector GetOrigin(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xF0
float GetModifiedAttributeMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayAttribute& Attribute)FinalNative+2 flags0x4C
FTransform GetInstigatorTransform(const FGameplayCueParameters& Parameters)FinalNative+2 flags0x140
AActor* GetInstigatorActor(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xE0
FHitResult GetHitResultFromTargetData(FGameplayAbilityTargetDataHandle& HitResult, int32 Index)FinalNative+2 flags0x130
FHitResult GetHitResult(const FGameplayCueParameters& Parameters)FinalNative+2 flags0x1D8
UGameplayEffectUIData* GetGameplayEffectUIData(TSubclassOf<UGameplayEffect> EffectClass, TSubclassOf<UGameplayEffectUIData> DataType)FinalNative+2 flags0x18
FGameplayTagContainer GetGameplayEffectGrantedTags(TSubclassOf<UGameplayEffect> EffectClass)FinalNative+2 flags0x28
UGameplayEffect* GetGameplayEffectFromActiveEffectHandle(FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x10
FGameplayTagContainer GetGameplayEffectAssetTags(TSubclassOf<UGameplayEffect> EffectClass)FinalNative+2 flags0x28
bool GetGameplayCueEndLocationAndNormal(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Location, const FVector& Normal)FinalNative+2 flags0x111
bool GetGameplayCueDirection(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Direction)FinalNative+2 flags0xF9
UGameplayAbility* GetGameplayAbilityFromSpecHandle(UAbilitySystemComponent* AbilitySystem, FGameplayAbilitySpecHandle& AbilitySpecHandle, const bool& bIsInstance)FinalNative+2 flags0x18
float GetFloatAttributeFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute)FinalNative+2 flags0x48
float GetFloatAttributeBaseFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute)FinalNative+2 flags0x48
float GetFloatAttributeBase(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute)FinalNative+2 flags0x48
float GetFloatAttribute(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute)FinalNative+2 flags0x48
FGameplayEffectContextHandle GetEffectContext(const FGameplayEffectSpecHandle& SpecHandle)FinalNative+2 flags0x28
FString GetDebugStringFromGameplayAttribute(FGameplayAttribute& Attribute)FinalNative+2 flags0x48
int32 GetDataCountFromTargetData(FGameplayAbilityTargetDataHandle& TargetData)FinalNative+2 flags0x2C
TArray<FGameplayEffectSpecHandle> GetAllLinkedGameplayEffectSpecHandles(const FGameplayEffectSpecHandle& SpecHandle)FinalNative+2 flags0x20
TArray<AActor*> GetAllActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData)FinalNative+2 flags0x38
TArray<AActor*> GetActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x40
int32 GetActorCount(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xDC
AActor* GetActorByIndex(const FGameplayCueParameters& Parameters, int32 Index)FinalNative+2 flags0xE8
float GetActiveGameplayEffectTotalDuration(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x0C
float GetActiveGameplayEffectStartTime(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x0C
int32 GetActiveGameplayEffectStackLimitCount(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x0C
int32 GetActiveGameplayEffectStackCount(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x0C
float GetActiveGameplayEffectRemainingDuration(UObject* WorldContextObject, const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x14
float GetActiveGameplayEffectExpectedEndTime(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x0C
FString GetActiveGameplayEffectDebugString(const FActiveGameplayEffectHandle& ActiveHandle)FinalNative+2 flags0x18
UAbilitySystemComponent* GetAbilitySystemComponent(AActor* Actor)FinalNative+2 flags0x10
void ForwardGameplayCueToTarget(const TScriptInterface<IGameplayCueInterface>& TargetCueInterface, const EGameplayCueEvent& EventType, const FGameplayCueParameters& Parameters)FinalNative+2 flags0xF0
FGameplayAbilityTargetDataHandle FilterTargetData(FGameplayAbilityTargetDataHandle& TargetDataHandle, const FGameplayTargetDataFilterHandle& ActorFilterClass)FinalNative+2 flags0x60
float EvaluateAttributeValueWithTagsAndBase(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, float BaseValue, const bool& bSuccess)FinalNative+2 flags0x8C
float EvaluateAttributeValueWithTags(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, const bool& bSuccess)FinalNative+2 flags0x88
bool EqualEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB)FinalNative+2 flags0x71
bool EqualEqual_GameplayAbilitySpecHandle(FGameplayAbilitySpecHandle& A, FGameplayAbilitySpecHandle& B)FinalNative+2 flags0x09
bool EqualEqual_ActiveGameplayEffectHandle(FActiveGameplayEffectHandle& A, FActiveGameplayEffectHandle& B)FinalNative+2 flags0x11
void EffectContextSetOrigin(const FGameplayEffectContextHandle& EffectContext, const FVector& Origin)FinalNative+2 flags0x30
bool EffectContextIsValid(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x19
bool EffectContextIsInstigatorLocallyControlled(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x19
bool EffectContextHasHitResult(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x19
UObject* EffectContextGetSourceObject(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
AActor* EffectContextGetOriginalInstigatorActor(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
FVector EffectContextGetOrigin(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x30
AActor* EffectContextGetInstigatorActor(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
FHitResult EffectContextGetHitResult(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x118
AActor* EffectContextGetEffectCauser(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
void EffectContextAddHitResult(const FGameplayEffectContextHandle& EffectContext, const FHitResult& HitResult, bool bReset)FinalNative+2 flags0x119
bool DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index, AActor* Actor)FinalNative+2 flags0x39
bool DoesGameplayCueMeetTagRequirements(const FGameplayCueParameters& Parameters, FGameplayTagRequirements& SourceTagReqs, FGameplayTagRequirements& TargetTagReqs)FinalNative+2 flags0x1E9
float Conv_ScalableFloatToFloat(FScalableFloat& Input, float Level)FinalNative+2 flags0x30
double Conv_ScalableFloatToDouble(FScalableFloat& Input, float Level)FinalNative+2 flags0x38
FGameplayEffectSpecHandle CloneSpecHandle(AActor* InNewInstigator, AActor* InEffectCauser, const FGameplayEffectSpecHandle& GameplayEffectSpecHandle_Clone)FinalNative+2 flags0x30
void BreakGameplayCueParameters(FGameplayCueParameters& Parameters, const float& NormalizedMagnitude, const float& RawMagnitude, FGameplayEffectContextHandle& EffectContext, FGameplayTag& MatchedTagName, FGameplayTag& OriginalTag, FGameplayTagContainer& AggregatedSourceTags, FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, const AActor*& Instigator, const AActor*& EffectCauser, const UObject*& SourceObject, const UPhysicalMaterial*& PhysicalMaterial, const int32& GameplayEffectLevel, const int32& AbilityLevel, const USceneComponent*& TargetAttachComponent, const bool& bReplicateLocationWhenUsingMinimalRepProxy)FinalNative+2 flags0x1A9
FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToGameplayTagChanged(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayTag& Tag, const FScriptDelegate& GameplayTagChangedEventWrapperDelegate, bool bExecuteImmediatelyIfTagApplied, const EGameplayTagEventType& TagListeningPolicy)FinalNative+2 flags0x38
FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToAnyOfGameplayTagsChanged(UAbilitySystemComponent* AbilitySystemComponent, const TArray<FGameplayTag>& Tags, const FScriptDelegate& GameplayTagChangedEventWrapperDelegate, bool bExecuteImmediatelyIfTagApplied, const EGameplayTagEventType& TagListeningPolicy)FinalNative+2 flags0x40
FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToAnyOfGameplayTagContainerChanged(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayTagContainer& TagContainer, const FScriptDelegate& GameplayTagChangedEventWrapperDelegate, bool bExecuteImmediatelyIfTagApplied, const EGameplayTagEventType& TagListeningPolicy)FinalNative+2 flags0x50
FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& DataTag, float Magnitude)FinalNative+2 flags0x30
FGameplayEffectSpecHandle AssignSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FName& DataName, float Magnitude)FinalNative+2 flags0x30
FGameplayAbilityTargetDataHandle AppendTargetDataHandle(const FGameplayAbilityTargetDataHandle& TargetHandle, FGameplayAbilityTargetDataHandle& HandleToAdd)FinalNative+2 flags0x78
bool AddLooseGameplayTags(AActor* Actor, FGameplayTagContainer& GameplayTags, bool bShouldReplicate)FinalNative+2 flags0x2A
FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayEffectSpecHandle& LinkedGameplayEffectSpec)FinalNative+2 flags0x30
FGameplayEffectSpecHandle AddLinkedGameplayEffect(const FGameplayEffectSpecHandle& SpecHandle, TSubclassOf<UGameplayEffect> LinkedGameplayEffect)FinalNative+2 flags0x28
FGameplayEffectSpecHandle AddGrantedTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags)FinalNative+2 flags0x40
FGameplayEffectSpecHandle AddGrantedTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag)FinalNative+2 flags0x28
FGameplayEffectSpecHandle AddAssetTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags)FinalNative+2 flags0x40
FGameplayEffectSpecHandle AddAssetTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag)FinalNative+2 flags0x28
FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations(FGameplayAbilityTargetingLocationInfo& SourceLocation, FGameplayAbilityTargetingLocationInfo& TargetLocation)FinalNative+2 flags0x148
FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult(FHitResult& HitResult)FinalNative+2 flags0x128
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray(const TArray<AActor*>& ActorArray, bool OneTargetPerHandle)FinalNative+2 flags0x40
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor(AActor* Actor)FinalNative+2 flags0x30