Zdexby TheHolyOneZ
6,144 classes
Class

UAbilitySystemComponent

: UGameplayTasksComponent : UActorComponent : UObject
/Script/GameplayAbilities.AbilitySystemComponent 0x1260 (4,704 B) align 8 inherited 0x0130 vtable /Script/GameplayAbilities
0x00x1260

Members 27

OffsetSizeNameTypeFlagsDefault
0x01300x10padding / unreflected
0x10DefaultStartingDataTArray<FAttributeDefaults>3 flags[]
0x08AffectedAnimInstanceTagFName7 flagsNone
0x01580x1A8padding / unreflected
0x04OutgoingDurationfloat5 flags0
0x04IncomingDurationfloat5 flags0
0x03080x20padding / unreflected
0x10ClientDebugStringsTArray<FString>NetRepNotify+2 flags[]
0x10ServerDebugStringsTArray<FString>NetRepNotify+2 flags[]
0x03480x58padding / unreflected
0x01UserAbilityActivationInhibitedbool5 flagsfalse
0x01ReplicationProxyEnabledbool5 flagsfalse
0x01bSuppressGrantAbilitybool5 flagsfalse
0x01bSuppressGameplayCuesbool5 flagsfalse
0x03A40x04padding / unreflected
0x10SpawnedTargetActorsTArray<AGameplayAbilityTargetActor*>4 flags[]
0x03B80x28padding / unreflected
0x08OwnerActorAActor*NetRepNotify+6 flagsnullptr
0x08AvatarActorAActor*NetRepNotify+6 flagsnullptr
0x03F00x10padding / unreflected
0x120ActivatableAbilitiesFGameplayAbilitySpecContainerNetTransient+6 flags{Items=[], Owner=nullptr}
0x05200x30padding / unreflected
0x10AllReplicatedInstancedAbilitiesTArray<UGameplayAbility*>Protected+4 flags[]
0x05600x220padding / unreflected
0x40RepAnimMontageInfoFGameplayAbilityRepAnimMontageNetRepNotify+3 flags{Animation=nullptr, SlotName=None, PlayRate=0, Position=0, …
0x01bCachedIsNetSimulatedboolProtected+5 flagsfalse
0x01bPendingMontageRepboolProtected+5 flagsfalse
0x07C20x06padding / unreflected
0x28LocalAnimMontageInfoFGameplayAbilityLocalAnimMontageProtected+2 flags{AnimMontage=nullptr, PlayInstanceId=0, PredictionKey={Curr…
0x07F00xA0padding / unreflected
0x300ActiveGameplayEffectsFActiveGameplayEffectsContainerNetProtected+1 flags{GameplayEffects_Internal=[]}
0x128ActiveGameplayCuesFActiveGameplayCueContainerNetProtected+2 flags{GameplayCues=[], Owner=nullptr}
0x128MinimalReplicationGameplayCuesFActiveGameplayCueContainerNetProtected+2 flags{GameplayCues=[], Owner=nullptr}
0x0DE00x128padding / unreflected
0x10BlockedAbilityBindingsTArray<uint8>NetTransient+3 flags[]
0x0F180x128padding / unreflected
0x68MinimalReplicationTagsFMinimalReplicationTagCountMapNetProtected+2 flags{Owner=nullptr}
0x10SpawnedAttributesTArray<UAttributeSet*>NetTransient+7 flags[]
0x10B80x10padding / unreflected
0x68ReplicatedLooseTagsFMinimalReplicationTagCountMapNet+2 flags{Owner=nullptr}
0x11300x08padding / unreflected
0x118ReplicatedPredictionKeyMapFReplicatedPredictionKeyMapNetTransient+1 flags{PredictionKeys=[32 items]}
0x12500x10unreflected bytes to end of UAbilitySystemComponent
Inherited from UGameplayTasksComponent 5
OffsetSizeNameTypeFlagsDefault
0x10TaskPriorityQueueTArray<UGameplayTask*>Protected+4 flags[]
0x00E00x10padding / unreflected
0x10TickingTasksTArray<UGameplayTask*>Protected+4 flags[]
0x10KnownTasksTArray<UGameplayTask*>TransientProtected+4 flags[]
0x10OnClaimedResourcesChangeFMulticastScriptDelegate4 flags<delegate>
0x10SimulatedTasksTArray<UGameplayTask*>NetRepNotify+4 flags[]
Inherited from UActorComponent 15
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<FName>4 flags[]
0x10AssetUserDataTArray<UAssetUserData*>Protected+8 flags[]
0x00880x04padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x00900x04padding / unreflected
0x01bNetAddressable : 1bit 5boolProtected+3 flagsfalse
0x01bReplicateUsingRegisteredSubObjectList : 1bit 6boolProtected+9 flagsfalse
0x01bReplicates : 1bit 7boolNet+7 flagsfalse
0x00950x01padding / unreflected
0x01bAutoActivate : 1bit 3bool6 flagsfalse
0x01bIsActive : 1bit 4boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 5bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 7boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 1bool6 flagsfalse
0x00980x19padding / unreflected
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>

Functions 92

SignatureFlagsNativeParams
void UpdateActiveGameplayEffectSetByCallerMagnitudes(const FActiveGameplayEffectHandle& ActiveHandle, TMap<FGameplayTag, float>& NewSetByCallerValues)NativePublic0x58
void UpdateActiveGameplayEffectSetByCallerMagnitude(const FActiveGameplayEffectHandle& ActiveHandle, const FGameplayTag& SetByCallerTag, float NewValue)NativePublic0x14
bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation)FinalNative+1 flags0x0A
bool TryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool bAllowRemoteActivation)FinalNative+1 flags0x06
bool TryActivateAbilitiesByTag(FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation)FinalNative+1 flags0x22
void TargetConfirm()NativePublic0x00
void TargetCancel()NativePublic0x00
void SetUserAbilityActivationInhibited(bool NewInhibit)NativePublic0x01
void SetActiveGameplayEffectLevelUsingQuery(const FGameplayEffectQuery& Query, int32 NewLevel)NativePublic0x19C
void SetActiveGameplayEffectLevel(const FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel)NativePublic0x0C
void ServerTryActivateAbilityWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData)NativeEvent+1 flags0xC8
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 flags0x24
void ServerSetReplicatedTargetData(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const FGameplayTag& ApplicationTag, const FPredictionKey& CurrentPredictionKey)NativeEvent+1 flags0x58
void ServerSetReplicatedEventWithPayload(const EAbilityGenericReplicatedEvent& EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey, const FVector_NetQuantize100& VectorPayload)NativeEvent+1 flags0x40
void ServerSetReplicatedEvent(const EAbilityGenericReplicatedEvent& 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<FString>& Strings)NativeEvent+1 flags0x10
void ServerPrintDebug_Request()NativeEvent+1 flags0x00
void ServerEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x28
void ServerCurrentMontageSetPlayRate(UAnimSequenceBase* ClientAnimation, float InPlayRate)NativeEvent+1 flags0x0C
void ServerCurrentMontageSetNextSectionName(UAnimSequenceBase* ClientAnimation, float ClientPosition, const FName& SectionName, const FName& NextSectionName)NativeEvent+1 flags0x1C
void ServerCurrentMontageJumpToSectionName(UAnimSequenceBase* ClientAnimation, const FName& SectionName)NativeEvent+1 flags0x10
void ServerCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x18
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 flags0x24
int32 RemoveActiveEffectsWithSourceTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x24
int32 RemoveActiveEffectsWithGrantedTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x24
int32 RemoveActiveEffectsWithAppliedTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x24
void ReleaseInputID(int32 InputID)FinalNative+1 flags0x04
void PressInputID(int32 InputID)FinalNative+1 flags0x04
void OnSpawnedAttributesEndPlayed(AActor* InActor, const EEndPlayReason& EndPlayReason)FinalNative+1 flags0x09
void OnRep_SpawnedAttributes(const TArray<UAttributeSet*>& PreviousSpawnedAttributes)FinalNative+1 flags0x10
void OnRep_ServerDebugString()NativePublic0x00
void OnRep_ReplicatedAnimMontage()NativeProtected0x00
void OnRep_OwningActor()FinalNative+1 flags0x00
void OnRep_ClientDebugString()NativePublic0x00
void OnRep_ActivateAbilities()NativeProtected0x00
void OnOwnerActorDestroyed(AActor* InActor)FinalNative+1 flags0x08
void OnAvatarActorDestroyed(AActor* InActor)FinalNative+1 flags0x08
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 flags0x48
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 flags0xF0
void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x88
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 flags0xF0
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x88
void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters)NativeEvent+1 flags0xF0
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
FGameplayAbilitySpecHandle K2_GiveAbilityAndActivateOnce(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level, int32 InputID)FinalNative+1 flags0x14
FGameplayAbilitySpecHandle K2_GiveAbility(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level, int32 InputID)FinalNative+1 flags0x14
bool IsGameplayCueActive(const FGameplayTag& GameplayCueTag)FinalNative+1 flags0x09
void InputConfirm()FinalNative+1 flags0x00
void InputCancel()FinalNative+1 flags0x00
bool GetUserAbilityActivationInhibited()FinalNative+1 flags0x01
int32 GetGameplayTagCount(const FGameplayTag& GameplayTag)FinalNative+1 flags0x0C
float GetGameplayEffectMagnitude(const FActiveGameplayEffectHandle& Handle, const FGameplayAttribute& Attribute)FinalNative+1 flags0x44
int32 GetGameplayEffectCount_IfLoaded(const TSoftClassPtr<UGameplayEffect>& SoftSourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck)FinalNative+1 flags0x38
int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck)FinalNative+1 flags0x18
float GetGameplayAttributeValue(const FGameplayAttribute& Attribute, const bool& bFound)FinalNative+1 flags0x40
UAttributeSet* GetAttributeSet(TSubclassOf<UAttributeSet> AttributeSetClass)FinalNative+1 flags0x10
void GetAllAttributes(const TArray<FGameplayAttribute>& OutAttributes)FinalNative+1 flags0x10
void GetAllAbilities(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles)FinalNative+1 flags0x10
TArray<FActiveGameplayEffectHandle> GetActiveEffectsWithAllTags(const FGameplayTagContainer& Tags)FinalNative+1 flags0x30
TArray<FActiveGameplayEffectHandle> GetActiveEffects(FGameplayEffectQuery& Query)FinalNative+1 flags0x1A8
void FindAllAbilitiesWithTags(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, const FGameplayTagContainer& Tags, bool bExactMatch)FinalNative+1 flags0x31
void FindAllAbilitiesWithInputID(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, int32 InputID)FinalNative+1 flags0x14
void FindAllAbilitiesMatchingQuery(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, const FGameplayTagQuery& Query)FinalNative+1 flags0x58
void ClientTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate)NativeEvent+1 flags0x04
void ClientSetReplicatedEvent(const EAbilityGenericReplicatedEvent& EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey)NativeEvent+1 flags0x18
void ClientPrintDebug_Response(const TArray<FString>& Strings, int32 GameFlags)NativeEvent+1 flags0x14
void ClientEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x18
void ClientCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo)NativeEvent+1 flags0x18
void ClientActivateAbilitySucceedWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData)NativeEvent+1 flags0xC8
void ClientActivateAbilitySucceed(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey)NativeEvent+1 flags0x14
void ClientActivateAbilityFailed(const FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey)NativeEvent+1 flags0x06
void ClearAllAbilitiesWithInputID(int32 InputID)FinalNative+1 flags0x04
void ClearAllAbilities()FinalNative+1 flags0x00
void ClearAbility(FGameplayAbilitySpecHandle& Handle)FinalNative+1 flags0x04
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

Used by 28

types with a member, parameter or interface of this type