Zdexby TheHolyOneZ
4,763 classes
Class

UAHAbilitySystemUtils

: UBlueprintFunctionLibrary : UObject
/Script/AtomicHeart.AHAbilitySystemUtils 0x0030 (48 B) align 8 inherited 0x0030 vtable /Script/AtomicHeart
0x00x0030

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 19

SignatureFlagsNativeParams
FActiveGameplayEffectHandle SetMagnitudeAndApplyGE(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, AActor* InInstigator, AActor* InEffectCauser)FinalNative+2 flags0x38
bool RemoveGameplayEffect(AAHBaseCharacter* Character, const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove)FinalNative+2 flags0x15
bool RemoveActiveGameplayEffectBySourceEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove)FinalNative+2 flags0x1D
FGameplayTag GetModifierMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, int32 ModifierIndex)FinalNative+2 flags0x14
FString GetEffectName(UAbilitySystemComponent* AbilitySystemComponent, const FActiveGameplayEffectHandle& Handle)FinalNative+2 flags0x20
FGameplayTag GetDurationMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass)FinalNative+2 flags0x10
FGameplayTag GetCharacterAttributeTag(const FGameplayAttribute& Attribute)FinalNative+2 flags0x40
bool CanApplyMagnitudeToAttribute(AAHBaseCharacter* Character, const FGameplayAttribute& InAttribute, float Magnitude)FinalNative+2 flags0x45
bool CanApplyGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, AAHBaseCharacter* Character)FinalNative+2 flags0x11
FActiveGameplayEffectHandle ApplyOverTimeGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TMap<float, FGameplayAttribute>& AttributeModifiersMagnitude, float Duration, const FGameplayTag& DurationTag)FinalNative+2 flags0x74
void ApplyGEWithMultipleMagnitudesWithHitResultViaDamageEventsSubsystem(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FHitResult>& MagnitudesArray, const FHitResult& InHitResult, AActor* Instigator)FinalNative+2 flags0xB0
FActiveGameplayEffectHandle ApplyGameplayEffectWithMultipleMagnitudes(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FGameplayEffectContextHandle>& MagnitudesArray, const FGameplayEffectContextHandle& Context)FinalNative+2 flags0x40
FActiveGameplayEffectHandle ApplyGameplayEffectWithMagnitudeAndContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, const FGameplayEffectContextHandle& Context)FinalNative+2 flags0x40
FActiveGameplayEffectHandle ApplyGameplayEffectWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const FGameplayEffectContextHandle& Context)FinalNative+2 flags0x30
FActiveGameplayEffectHandle ApplyGameplayEffectToTargetWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent, const FGameplayEffectContextHandle& Context)FinalNative+2 flags0x38
FActiveGameplayEffectHandle ApplyGameplayEffectToTarget(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent)FinalNative+2 flags0x20
TArray<void> ApplyGameplayEffectsToPlayer(UObject* InWorldContextObject, const TArray<TArray<void>>& InGameplayEffectsClasses)FinalNative+2 flags0x28
TArray<void> ApplyGameplayEffects(AAHBaseCharacter* Character, const TArray<TArray<void>>& InEffects)FinalNative+2 flags0x28
FActiveGameplayEffectHandle ApplyGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass)FinalNative+2 flags0x18