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UAbilitySystemComponent::ApplyGameplayEffectToSelf

function GameplayAbilities Blueprint Since unknown
#include "AbilitySystemComponent.h"
Access: public

Description

Applies a Gameplay Effect directly to this component's owner. Used to apply buffs, debuffs, damage, and healing from C++ without going through an ability.

Signature

UE_API FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(const UGameplayEffect* GameplayEffect, float Level, const FGameplayEffectContextHandle& EffectContext, FPredictionKey PredictionKey = FPredictionKey())

Parameters

Name Type Description Default
GameplayEffect const UGameplayEffect* The effect CDO or instance to apply. Use GetDefault<UMyEffect>() to get the CDO.
Level float Magnitude level for scalable float curves on the effect.
EffectContext const FGameplayEffectContextHandle& Context providing instigator, source object, and hit results for the effect.
PredictionKey FPredictionKey Prediction key for client-side prediction. Pass default for server-only application. FPredictionKey()

Return Type

FActiveGameplayEffectHandle

Caveats & Gotchas

  • Returns an invalid handle if the application fails (e.g., immune tags blocked it). Always check IsValid() on the returned handle before storing it.
  • Blueprint equivalent is BP_ApplyGameplayEffectToSelf which takes a class instead of an instance.
  • Duration and Infinite effects require authority to be authoritative; Instant effects can be predicted on clients.

Example

Apply a healing effect to self C++
FGameplayEffectContextHandle Context = AbilitySystemComponent->MakeEffectContext();
Context.AddSourceObject(this);
FActiveGameplayEffectHandle Handle = AbilitySystemComponent->ApplyGameplayEffectToSelf(
    GetDefault<UGE_Heal>(), 1.f, Context);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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