Zdexby TheHolyOneZ
4,763 classes
Class

UAbilitySystemBlueprintLibrary

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 79

SignatureFlagsNativeParams
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 flags0xD0
bool NotEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB)FinalNative+2 flags0x71
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 flags0x1A0
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 flags0xD1
bool IsInstigatorLocallyControlled(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD1
bool HasHitResult(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD1
FTransform GetTargetDataOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x60
FTransform GetTargetDataEndPointTransform(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x60
FVector GetTargetDataEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x38
FVector GetOrigin(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xDC
float GetModifiedAttributeMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayAttribute& Attribute)FinalNative+2 flags0x4C
FTransform GetInstigatorTransform(const FGameplayCueParameters& Parameters)FinalNative+2 flags0x100
AActor* GetInstigatorActor(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD8
FHitResult GetHitResultFromTargetData(FGameplayAbilityTargetDataHandle& HitResult, int32 Index)FinalNative+2 flags0xB4
FHitResult GetHitResult(const FGameplayCueParameters& Parameters)FinalNative+2 flags0x158
bool GetGameplayCueEndLocationAndNormal(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Location, const FVector& Normal)FinalNative+2 flags0xF1
bool GetGameplayCueDirection(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Direction)FinalNative+2 flags0xE5
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
int32 GetDataCountFromTargetData(FGameplayAbilityTargetDataHandle& TargetData)FinalNative+2 flags0x2C
TArray<void> GetAllLinkedGameplayEffectSpecHandles(const FGameplayEffectSpecHandle& SpecHandle)FinalNative+2 flags0x20
TArray<void> GetAllActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData)FinalNative+2 flags0x38
TArray<void> GetActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData, int32 Index)FinalNative+2 flags0x40
int32 GetActorCount(const FGameplayCueParameters& Parameters)FinalNative+2 flags0xD4
AActor* GetActorByIndex(const FGameplayCueParameters& Parameters, int32 Index)FinalNative+2 flags0xE0
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, uint8 EventType, const FGameplayCueParameters& Parameters)FinalNative+2 flags0xE8
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 flags0x9C
float EvaluateAttributeValueWithTags(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, const bool& bSuccess)FinalNative+2 flags0x98
bool EqualEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB)FinalNative+2 flags0x71
void EffectContextSetOrigin(const FGameplayEffectContextHandle& EffectContext, const FVector& Origin)FinalNative+2 flags0x24
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 flags0x24
AActor* EffectContextGetInstigatorActor(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
FHitResult EffectContextGetHitResult(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0xA0
AActor* EffectContextGetEffectCauser(const FGameplayEffectContextHandle& EffectContext)FinalNative+2 flags0x20
void EffectContextAddHitResult(const FGameplayEffectContextHandle& EffectContext, const FHitResult& HitResult, bool bReset)FinalNative+2 flags0xA1
bool DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index, AActor* Actor)FinalNative+2 flags0x39
bool DoesGameplayCueMeetTagRequirements(const FGameplayCueParameters& Parameters, FGameplayTagRequirements& SourceTagReqs, FGameplayTagRequirements& TargetTagReqs)FinalNative+2 flags0x171
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 flags0x199
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
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 flags0x48
FGameplayEffectSpecHandle AddGrantedTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag)FinalNative+2 flags0x28
FGameplayEffectSpecHandle AddAssetTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags)FinalNative+2 flags0x48
FGameplayEffectSpecHandle AddAssetTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag)FinalNative+2 flags0x28
FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations(FGameplayAbilityTargetingLocationInfo& SourceLocation, FGameplayAbilityTargetingLocationInfo& TargetLocation)FinalNative+2 flags0x108
FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult(FHitResult& HitResult)FinalNative+2 flags0xB0
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray(const TArray<bool>& ActorArray, bool OneTargetPerHandle)FinalNative+2 flags0x40
FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor(AActor* Actor)FinalNative+2 flags0x30