AbilitySystem.Effect.Apply

AbilitySystem.Effect.Apply

#Overview

name: AbilitySystem.Effect.Apply

This variable is created as a Console Variable (cvar).

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemCheatManagerExtension.cpp:652

Scope: file

Source code excerpt:

		}), ECVF_Cheat);

FAutoConsoleCommand DebugAbilitySystemEffectApply(TEXT("AbilitySystem.Effect.Apply"), TEXT("[-Server] <Class/AssetName> [Level]. Apply a Gameplay Effect on the Player.  Substring name matching works for Asset Tags, Asset Paths, or Class Names.  Use -Server to send to the server (default is apply locally)."),
	FConsoleCommandWithWorldArgsAndOutputDeviceDelegate::CreateLambda([](const TArray<FString>& Args, UWorld* World, FOutputDevice& OutputDevice)
		{
			if (Args.Num() < 1)
			{
				OutputDevice.Logf(TEXT("Missing Arguments: [-Server] <MatchString> [Level]"));
				OutputDevice.Logf(TEXT(" -Server: Indicates this command should be sent to the server, rather than predicted locally."));