Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsGameplayAbilitySystem Category: Gameplay Effects
Applies a gameplay effect to the bound actor’s own Ability System Component. The effect is optionally removed when the state exits depending on the Remove When State Exits setting. Supports overrides for level, duration, stack count, and SetByCaller magnitude maps.
Bind this to the actor that is both the target and the source of the effect.
The actor responsible for applying the effect, used for kill credit and gameplay cue contexts. Leave unbound to use no instigator.
The physical actor that caused the effect (for example the projectile). Leave unbound to use no effect causer.
The UGameplayEffect subclass to apply.
The level of the gameplay effect to apply. Default is 0.
Additional asset tags to merge onto the effect spec.
Additional granted tags to merge onto the effect spec.
When enabled overrides the effect’s duration with the Duration value. Default is false.
The override duration in seconds. Only used when Use Duration is enabled.
When enabled overrides the effect’s initial stack count with the Stack Count value. Default is false.
The override stack count. Only used when Use Stack Count is enabled.
A map of FName tags to float magnitudes for SetByCaller magnitude overrides.
A map of FGameplayTag to float magnitudes for SetByCaller magnitude overrides.
When enabled the applied effect handle is removed when the state exits. Useful for duration-based or infinite effects that should only be active while the state is running. Default is true.
If the actor has no Ability System Component or the Gameplay Effect class is invalid the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option.