1.官方描述 可以被蓝图和C++继承用来自定义GE应用的类 2.实际应用 粗浅的描述一下UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf,因为其他的ApplyGameplayEffecet都是直接或间接应用此函数。 不预测拥有周期性的GE,然后返回失败 如果拥有免疫此GE,则返回失败 存在无效的修改属性操作,返回失败 应用几率低失败,返...
Apply a gameplay effect to self Target is Ability System Component ApplyGameplayEffectToSelf Target Gameplay Effect Class Select Class Level Effect Context Return Value Inputs In Exec Target Ability System Component Object Reference Gameplay Effect Class Gameplay Effect Class Reference Level...
Executions: Executions are an interesting case: They are essentially the functions the gameplay effect itself can't have (due to being meant to be as data-only as possible). An Execution takes a GameplayEffectExecutionCalculation as parameter, a class that is set up to define attributes to cap...
Executions: Executions are an interesting case: They are essentially the functions the gameplay effect itself can't have (due to being meant to be as data-only as possible). An Execution takes a GameplayEffectExecutionCalculation as parameter, a class that is set up to define attributes to cap...
函数BP_ApplyGameplayEffectToSelf是用来蓝图方便使用的,也就是蓝图中的ApplyGameplayEffectToSelf,它接受一个UGameplayEffect子类,等级Level,和一个FGameplayEffectContextHandle.逻辑相对比较简单,如果GameplayEffectClass有效,接下来如果EffectContext无效就会生成一个EffectContext. ...
Class used to perform custom gameplay effect modifier calculations, either via blueprint or native codeC++ Source:Plugin: GameplayAbilities Module: GameplayAbilities File: GameplayEffectCustomApplicationRequirement.hcan_apply_gameplay_effect(gameplay_effect, spec, asc) → bool...
第一步:用一个csv文件表示级别数据,下图中的Hurt随级别1~7表示其损伤值在1~7级别时分别是-7,-14,-20等。写好之后关闭。 第二步:导入数据(选择Curvetable) 第三步:双击查看。当您修改了CSV文件后想要重新导入,请点击: 第四步: 在GE_Poison中配置曲线表到ScalableFloatMagnitude中,其中的1.0表示以1.0倍引用...
This project allows you to manage multiple GameplayEffects with data-driven method, and use them hot-reloaded.
GameplayEffects can be applied in many ways from functions on GameplayAbilities and functions on the ASC and usually take the form of ApplyGameplayEffectTo. The different functions are essentially convenience functions that will eventually call UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf() on...
GameplayEffects can be applied in many ways from functions on GameplayAbilities and functions on the ASC and usually take the form of ApplyGameplayEffectTo. The different functions are essentially convenience functions that will eventually call UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf() on...