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FGameplayTag |
An arbitrary hierarchical identifier that can be applied to a game object. These can be used to identify, categorize, and filter game entities. They can be granted or revoked by Gameplay Effects and Abilities, and can affect their behavior. One example is a 'Gameplay.DamageImmunity' tag that prevents damage on an owner's avatar/pawn. |
UGameplayAbility |
A game action that can be granted to, and performed by, a GAS-enabled Actor, along with information to determine its requirements, costs, and other behaviors. Examples range from basic melee attacks to a self-contained game menu flow to a triggered behavior caused by another game action. |
UGameplayEffect |
The consequences of a game action. Effects can temporarily or permanently modify attributes, grant or revoke tags, enable access to other abilities, and much more. Gameplay Effects are the most common way in which GAS-enabled Actors interact with each other. |
Warmup |
During this phase, a damage immunity Gameplay Effect is applied to all players, then starts a replicated countdown, removes the immunity, and transitions to Playing state. |
Playing |
In this phase, the Game has begun and is currently in play. Scoring and time limits are tracked, and will transition to PostGame when appropriate. |
PostGame |
This phase reapplies damage immunity and disables controls on all players, then transitions to the next match round. |
Granted Gameplay Abilities |
A list of Lyra Gameplay Abilities to grant, along with the default level to grant the ability at and an optional Input Tag to associate with the ability. |
Granted Gameplay Effects |
A list of Gameplay Effects to grant, along with the default level to grant the effect at. |
Granted Attributes |
A list of Attribute Sets to grant. |
ULyraExperienceDefinition ULyraPawnData |
A list of Ability Sets is defined in the ULyraPawnData asset. These assets can be referenced from the ULyraExperience Definition, and its Ability Sets will be granted to the player's Pawn automatically upon initialization. This is mediated by ULyraPlayerState when the Experience is loaded.These abilities are granted to the Player State, not the Pawn it possesses. They may be granted before a Pawn is possessed and persist even if the possessed Pawn changes. They won't be Activated until the Pawn itself is possessed, even if their Activation Policy is set to On Spawn. Plan accordingly. |
Game Feature Actions |
UGameFeatureAction_AddAbilities can grant Ability Sets to an Actor upon activation. These Actions can be added to Game Feature plugins or the Experience Definition itself. |
Equipment |
ULyraEquipmentDefinitions can also grant AbilitySets to the Actor they're added to. This is mediated by the ULyraPlayerState when the Experience is loaded. These abilities are granted to the Player State, not the Pawn it possesses. They may be granted before a Pawn is possessed and persist even if the possessed Pawn changes. They won't be Activated until the Pawn itself is possessed, even if their Activation Policy is set to On Spawn. Plan accordingly. |
Independent |
The ability doesn't block or replace other abilities. Most abilities should be set to this tag by default. |
Exclusive Replaceable |
The ability doesn't block other exclusive abilities but will be canceled if another Exclusive ability is activated. |
Exclusive Blocking |
While the ability is running, no other exclusive abilities may be activated. |
None |
Activation is done manually by game code or Blueprint. |
On Spawn |
The ability is activated as soon as a valid Avatar is assigned to the PlayerState. The Weapon Reload Gameplay Ability (GA_Weapon_AutoReload) is set to On Spawn. It activates immediately and runs passively, checking at periodic intervals if the current magazine is empty. The ability does not end until the Pawn is unpossessed. |
On Input Triggered |
The ability is activated once as soon as the associated Input Tag is triggered. Aim Down Sights (ADS), Grenade, and other similar abilities are set to On Input Triggered. They are activated once and do not reactivate automatically if the button is held. |
While Input Active |
The ability is activated continuously for as long as the associated Input Tag is triggered. Weapon Fire abilities like GA_Weapon_Fire_Shotgun are set to While Input Active. They play a firing Animation Montage, then wait until the refire time has elapsed, and then will end the ability. This is because the Retrigger Instanced Ability is set to false, redundant activation messages are ignored until the ability is finished. We recommend caution using this activation if the Retrigger Instanced Ability is set, otherwise you could spam activation and get undesired effects. |
ULyraAbilityCost_InventoryItem |
Consumes a given quantity of the associated item in the character's inventory. This is used for consumable inventory items. |
ULyraAbilityCost_ItemTagStack |
Consumes a number of stacks from the specified item in the character's inventory. If the cost cannot be paid, this reports a Gameplay Tag back to other abilities to handle the cost. This is used in Lyra for Ammo consumption and reload tracking. GA_Weapon_Fire_Shotgun and similar abilities use an Item Tag Stack additional cost set to Lyra.ShooterGame.Weapon.MagazineAmmo. Every time the weapon fires, the MagazineAmmo stack is decreased by the consumed amount. This prevents them from activating if the player runs out of ammo in the current weapon's magazine. |
On Ability Added |
The Event is called as soon as the ability is granted. The Avatar or Input Component may not yet be valid, so be careful what you access. |
On Pawn Avatar Set |
Called when the pawn is fully initialized, and both its Avatar and Input Component are valid. |
On Ability Removed |
This Event is called when the ability is about to be removed from the ASC, usually due to the Pawn being Unpossessed or Destroyed |
ULyraGameplayAbility_Death |
Automatically configured to trigger off of a Death Gameplay Event. Cancels all other abilities, and signals the Pawn's Health Component to begin the Death process (which in turn triggers the rest of the game notifications and state changes). The visual effects are performed by a BP ability extension of this class (GA_Hero_Death). |
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