BP_AbilitySystem
Path: /Game/AdvancedTurnBasedTileToolkit/Core/Units/BP_AbilitySystem
.. cpp:class:: BP_AbilitySystem : public ActorComponent
.. cpp:function:: (exec, int) GetOrRunPathfindingPregen(exec then)
Type: Runs pathfinding that will be stored for use by abilities being used this turn, to prevent them from nedlessly running pathfinding multiple times. If pathfinding has already been run this turn, return it instead of running a new one
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
Runs pathfinding that will be stored for use by abilities being used this turn, to prevent them from nedlessly running pathfinding multiple times. If pathfinding has already been run this turn, return it instead of running a new one
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns StoredPathsMap:
:rtype StoredPathsMap: int.. cpp:function:: exec DisableAndDestroyAllStatusEffects(exec then)
Type: Destroys all status effects referenced by this component
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
Destroys all status effects referenced by this component
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, BP_StatusEffect) AddStatusEffect(exec then, BP_StatusEffect StatusEffect)
Type: Spawns a status effect actor, assigns it to the owning unit and activates it
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
Spawns a status effect actor, assigns it to the owning unit and activates it
:arg then:
:type then: exec
:arg StatusEffect:
:type StatusEffect: BP_StatusEffect
:returns execute:
:rtype execute: exec
:returns StatusEffectRef:
:rtype StatusEffectRef: BP_StatusEffect.. cpp:function:: (exec, bool, BP_Ability, exec, bool, BP_Ability) CheckIfHasAbility(exec then, BP_Ability Ability)
Type: Returns true and with a reference to the specific ability if this component contains the input ability
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Returns true and with a reference to the specific ability if this component contains the input ability
:arg then:
:type then: exec
:arg Ability:
:type Ability: BP_Ability
:returns execute:
:rtype execute: exec
:returns bHasAbility: (Default: true)
:rtype bHasAbility: bool
:returns AbilityRef:
:rtype AbilityRef: BP_Ability
:returns execute:
:rtype execute: exec
:returns bHasAbility: (Default: true)
:rtype bHasAbility: bool
:returns AbilityRef:
:rtype AbilityRef: BP_Ability.. cpp:function:: (exec, bool, BP_StatusEffect, exec, bool, BP_StatusEffect) CheckIfHasStatusEffect(exec then, BP_StatusEffect StatusEffect)
Type: Returns true and with a reference to the specific status effect if this component contains the input SE
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Returns true and with a reference to the specific status effect if this component contains the input SE
:arg then:
:type then: exec
:arg StatusEffect:
:type StatusEffect: BP_StatusEffect
:returns execute:
:rtype execute: exec
:returns bHasStatusEffect: (Default: true)
:rtype bHasStatusEffect: bool
:returns StatusEffectRef:
:rtype StatusEffectRef: BP_StatusEffect
:returns execute:
:rtype execute: exec
:returns bHasStatusEffect: (Default: false)
:rtype bHasStatusEffect: bool
:returns StatusEffectRef:
:rtype StatusEffectRef: BP_StatusEffect.. cpp:function:: exec ReduceCooldowns(exec then)
Type: Reduces the cooldown of all abilities on cooldown by one. Generally used at the start of a unit's turn
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
Reduces the cooldown of all abilities on cooldown by one. Generally used at the start of a unit's turn
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, bool) CheckIfAbilityCanBeUsed(exec then, int AbilityRefsIndex)
Type: Returns true if the ability has remaining charges and is not on cooldown
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event, Blueprint Pure
Returns true if the ability has remaining charges and is not on cooldown
:arg then:
:type then: exec
:arg AbilityRefsIndex:
:type AbilityRefsIndex: int
:returns execute:
:rtype execute: exec
:returns bCanUse: (Default: false)
:rtype bCanUse: bool.. cpp:function:: (exec, exec, exec) AddNewAbility(exec then, BP_Ability Ability)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Ability:
:type Ability: BP_Ability
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec.. cpp:function:: exec ActivateFirstValidAbility(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, exec, exec, exec) RemoveAbility(exec then, BP_Ability Ability)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Ability:
:type Ability: BP_Ability
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec.. cpp:function:: void For_Each_Loop_Delayed()
Type: ForEachLoop_Delayed
Category:
Access Modifier:
Constant: False
Flags:
ForEachLoop_Delayed.. cpp:function:: void RunOnOwnerDestroyed(exec then, Actor DestroyedActor)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg DestroyedActor:
:type DestroyedActor: Actor.. cpp:function:: void SetupAbilitySystem(exec then, BP_Unit OwningUnit)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg OwningUnit:
:type OwningUnit: BP_Unit.. cpp:function:: void GetOrRunSafetyPregen(exec then, BP_Ability Ability)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Ability:
:type Ability: BP_Ability.. cpp:function:: void ActivateUnitAbility(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void ReturnValue(exec then, double Value)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Value:
:type Value: double.. cpp:function:: void EvaluateAbilities(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:member:: PointerToUberGraphFrame UberGraphFrame
Category:
Access Modifier:
Flags: Zero Constructor, Transit, Duplicate Transient
Lifetime Condition: None
.. cpp:member:: Array Abilities
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible
Lifetime Condition: None
Abilities this unit will start the game with.. cpp:member:: Array Charges
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array Cooldowns
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array AbilityRefs
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Disable Edit On Template, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: BP_Ability ActiveAbility
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_Unit OwningUnit
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_GridManager GridManagerRef
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: int AbilityCounter
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Array AbilityComparisons
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Template, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array AbilityValues
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array StoredGridPaths
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array StoredPaths
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array SafetyValuesOld
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Array StatusEffects
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Template, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: bool bPathfindingPrecalculated
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bSafetyPrecalculated
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Set StartingStatusEffects
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible
Lifetime Condition: None
Status effects this unit starts the game with... cpp:member:: int StatusEffectCounter
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: double AIStartDelay
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Map StoredPathsMap
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: Map SafetyValues
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: int EvaluateTilesLoopsPerTick
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_Ability SafetyPregenAbility
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Class LastUsedAbility
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bSetupDone
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None