Zdexby TheHolyOneZ
4,763 classes
Class

UAbilitySystemComponent

: UGameplayTasksComponent : UActorComponent : UObject
/Script/GameplayAbilities.AbilitySystemComponent 0x1398 (5,016 B) align 8 inherited 0x0140 vtable /Script/GameplayAbilities
0x00x1398

Members 26

OffsetSizeNameTypeFlagsDefault
0x01400x10padding / unreflected
0x10DefaultStartingDataTArray<TArray<FName>>3 flags[]
0x10SpawnedAttributesTArray<FName>Net+4 flags[]
0x08AffectedAnimInstanceTagFName7 flagsNone
0x01780x198padding / unreflected
0x04OutgoingDurationfloat5 flags0
0x04IncomingDurationfloat5 flags0
0x03180x28padding / unreflected
0x10ClientDebugStringsTArray<TArray<bool>>NetRepNotify+2 flags[]
0x10ServerDebugStringsTArray<bool>NetRepNotify+2 flags[]
0x03600x58padding / unreflected
0x01UserAbilityActivationInhibitedbool5 flagsfalse
0x01ReplicationProxyEnabledbool5 flagsfalse
0x01bSuppressGrantAbilitybool5 flagsfalse
0x01bSuppressGameplayCuesbool5 flagsfalse
0x03BC0x04padding / unreflected
0x10SpawnedTargetActorsTArray<AActor*>2 flags[]
0x03D00x28padding / unreflected
0x08OwnerActorAActor*NetRepNotify+5 flagsnullptr
0x08AvatarActorAActor*NetRepNotify+5 flagsnullptr
0x04080x10padding / unreflected
0x120ActivatableAbilitiesFGameplayAbilitySpecContainerNetRepNotify+5 flags{Items=[], Owner=nullptr}
0x05380x30padding / unreflected
0x10AllReplicatedInstancedAbilitiesTArray<FGameplayAbilityRepAnimMontage>Protected+2 flags[]
0x05780x210padding / unreflected
0x30RepAnimMontageInfoFGameplayAbilityRepAnimMontageNetRepNotify+3 flags{AnimMontage=nullptr, PlayRate=0, Position=0, BlendTime=0, …
0x01bCachedIsNetSimulatedboolProtected+5 flagsfalse
0x01bPendingMontageRepboolProtected+5 flagsfalse
0x07BA0x06padding / unreflected
0x28LocalAnimMontageInfoFGameplayAbilityLocalAnimMontageProtected+2 flags{AnimMontage=nullptr, PlayBit=false, PredictionKey={Predict…
0x07E80xA0padding / unreflected
0x498ActiveGameplayEffectsFActiveGameplayEffectsContainerNetProtected+1 flags{GameplayEffects_Internal=[], ApplicationImmunityQueryEffec…
0x128ActiveGameplayCuesFActiveGameplayCueContainerNetProtected+2 flags{GameplayCues=[], Owner=nullptr}
0x128MinimalReplicationGameplayCuesFActiveGameplayCueContainerNetProtected+2 flags{GameplayCues=[], Owner=nullptr}
0x0F700x140padding / unreflected
0x10BlockedAbilityBindingsTArray<FMinimalReplicationTagCountMap>NetTransient+3 flags[]
0x10C00x140padding / unreflected
0x60MinimalReplicationTagsFMinimalReplicationTagCountMapNetProtected+2 flags{Owner=nullptr}
0x12600x20padding / unreflected
0x118ReplicatedPredictionKeyMapFReplicatedPredictionKeyMapNet+1 flags{PredictionKeys=[32 items]}
Inherited from UGameplayTasksComponent 6
OffsetSizeNameTypeFlagsDefault
0x01bIsNetDirty : 1bit 1bool3 flagsfalse
0x00DD0x03padding / unreflected
0x10SimulatedTasksTArray<TArray<TArray<TArray<FMulticastScriptDelegate>>>>NetRepNotify+3 flags[]
0x10TaskPriorityQueueTArray<TArray<TArray<FMulticastScriptDelegate>>>Protected+2 flags[]
0x01000x10padding / unreflected
0x10TickingTasksTArray<TArray<FMulticastScriptDelegate>>Protected+2 flags[]
0x10KnownTasksTArray<FMulticastScriptDelegate>TransientProtected+2 flags[]
0x10OnClaimedResourcesChangeFMulticastScriptDelegate4 flags<delegate>
Inherited from UActorComponent 17
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<TArray<int32>>4 flags[]
0x10AssetUserDataTArray<int32>Protected+6 flags[]
0x00880x04padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x01bNetAddressable : 1bit 3boolProtected+3 flagsfalse
0x01bReplicates : 1bit 4boolNet+7 flagsfalse
0x01bAutoActivate : 1bit 7bool6 flagsfalse
0x01bIsActive : 1bit 0boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 1bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 3boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 5bool6 flagsfalse
0x01bShouldBeSaved : 1bit 7bool5 flagsfalse
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>
0x00970x01padding / unreflected
0x10UCSModifiedPropertiesTArray<FString>2 flags[]
0x10ActorComponentKeyFString3 flags""

Functions 67

SignatureFlagsNativeParams
bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation)FinalNative+1 flags0x0A
bool TryActivateAbilitiesByTag(FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation)FinalNative+1 flags0x2A
void TargetConfirm()NativePublic0x00
void TargetCancel()NativePublic0x00
void SetUserAbilityActivationInhibited(bool NewInhibit)NativePublic0x01
void SetActiveGameplayEffectLevelUsingQuery(const FGameplayEffectQuery& Query, int32 NewLevel)NativePublic0x154
void SetActiveGameplayEffectLevel(const FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel)NativePublic0x0C
void ServerTryActivateAbilityWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData)NativeEvent+1 flags0xD8
void ServerTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x18
void ServerSetReplicatedTargetDataCancelled(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey)NativeEvent+1 flags0x28
void ServerSetReplicatedTargetData(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const FGameplayTag& ApplicationTag, const FPredictionKey& CurrentPredictionKey)NativeEvent+1 flags0x58
void ServerSetReplicatedEventWithPayload(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey, const FVector_NetQuantize100& VectorPayload)NativeEvent+1 flags0x34
void ServerSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey)NativeEvent+1 flags0x28
void ServerSetInputReleased(const FGameplayAbilitySpecHandle& AbilityHandle)NativeEvent+1 flags0x04
void ServerSetInputPressed(const FGameplayAbilitySpecHandle& AbilityHandle)NativeEvent+1 flags0x04
void ServerPrintDebug_RequestWithStrings(const TArray<void>& Strings)NativeEvent+1 flags0x10
void ServerPrintDebug_Request()NativeEvent+1 flags0x00
void ServerEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x30
void ServerCurrentMontageSetPlayRate(UAnimMontage* ClientAnimMontage, float InPlayRate)NativeEvent+1 flags0x0C
void ServerCurrentMontageSetNextSectionName(UAnimMontage* ClientAnimMontage, float ClientPosition, const FName& SectionName, const FName& NextSectionName)NativeEvent+1 flags0x1C
void ServerCurrentMontageJumpToSectionName(UAnimMontage* ClientAnimMontage, const FName& SectionName)NativeEvent+1 flags0x10
void ServerCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x20
void ServerAbilityRPCBatch(const FServerAbilityRPCBatch& BatchInfo)NativeEvent+1 flags0x48
void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove)NativePublic0x14
bool RemoveActiveGameplayEffect(const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove)NativePublic0x0D
int32 RemoveActiveEffectsWithTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x2C
int32 RemoveActiveEffectsWithSourceTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x2C
int32 RemoveActiveEffectsWithGrantedTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x2C
int32 RemoveActiveEffectsWithAppliedTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x2C
void OnRep_ServerDebugString()NativePublic0x00
void OnRep_ReplicatedAnimMontage()NativeProtected0x00
void OnRep_OwningActor()FinalNative+1 flags0x00
void OnRep_ClientDebugString()NativePublic0x00
void OnRep_ActivateAbilities()NativeProtected0x00
void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters)NativeEvent+1 flags0x108
void NetMulticast_InvokeGameplayCuesExecuted(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext)NativeEvent+1 flags0x50
void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters)NativeEvent+1 flags0x108
void NetMulticast_InvokeGameplayCueExecuted_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters)NativeEvent+1 flags0xE8
void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x98
void NetMulticast_InvokeGameplayCueExecuted(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext)NativeEvent+1 flags0x30
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters)NativeEvent+1 flags0xE8
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x98
void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters)NativeEvent+1 flags0xE8
void NetMulticast_InvokeGameplayCueAdded(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext)NativeEvent+1 flags0x30
FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& Context)NativePublic0x38
FGameplayEffectContextHandle MakeEffectContext()NativePublic0x18
void K2_InitStats(TSubclassOf<UAttributeSet> Attributes, UDataTable* DataTable)FinalNative+1 flags0x10
bool IsGameplayCueActive(const FGameplayTag& GameplayCueTag)FinalNative+1 flags0x09
bool GetUserAbilityActivationInhibited()FinalNative+1 flags0x01
float GetGameplayEffectMagnitude(const FActiveGameplayEffectHandle& Handle, const FGameplayAttribute& Attribute)FinalNative+1 flags0x44
int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck)FinalNative+1 flags0x18
TArray<void> GetActiveEffectsWithAllTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x38
TArray<void> GetActiveEffects(FGameplayEffectQuery& Query)FinalNative+1 flags0x160
void ClientTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate)NativeEvent+1 flags0x04
void ClientSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey)NativeEvent+1 flags0x18
void ClientPrintDebug_Response(const TArray<int32>& Strings, int32 GameFlags)NativeEvent+1 flags0x14
void ClientEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x20
void ClientCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x20
void ClientActivateAbilitySucceedWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData)NativeEvent+1 flags0xD8
void ClientActivateAbilitySucceed(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x18
void ClientActivateAbilityFailed(const FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey)NativeEvent+1 flags0x06
FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* Target, float Level, const FGameplayEffectContextHandle& Context)FinalNative+1 flags0x38
FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext)FinalNative+1 flags0x30
FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle& SpecHandle, UAbilitySystemComponent* Target)FinalNative+1 flags0x20
FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(FGameplayEffectSpecHandle& SpecHandle)FinalNative+1 flags0x18
void AbilityConfirmOrCancel__DelegateSignature()Public0x00
void AbilityAbilityKey__DelegateSignature(int32 InputID)Public0x04

Subclasses 1

Used by 24

types with a member, parameter or interface of this type