11 results for "gameplay" in class
The base class for all GAS abilities.
Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects.
A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
Manages all gameplay timers for a UWorld instance.
The core component of the Gameplay Ability System (GAS).
The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.
A data asset that maps UInputAction assets to physical keys, buttons, or axes.
Base class for save game objects.
The top-level game world object.
Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.