| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Actor.h |
Include |
#include "GameplayCueNotify_Actor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication))
class AGameplayCueNotify_Actor : public AActor
An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary.
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float |
AutoDestroyDelay |
If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed. |
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bAllowMultipleOnActiveEvents |
Does this cue trigger its OnActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing. |
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bAllowMultipleWhileActiveEvents |
Does this cue trigger its WhileActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing. |
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bAutoAttachToOwner |
If true, attach this GameplayCue Actor to the target actor while it is active. |
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bAutoDestroyOnRemove |
We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called). |
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bHasHandledOnActiveEvent |
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bHasHandledOnRemoveEvent |
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bHasHandledWhileActiveEvent |
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bInRecycleQueue |
Set when the GC actor is in the recycle queue (E.g., not active in world. This is to prevent rentrancy in the recyle code since multiple paths can lead the GC actor there) |
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bUniqueInstancePerInstigator |
Does this cue get a new instance for each instigator? For example if two instigators apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances. |
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bUniqueInstancePerSourceObject |
Does this cue get a new instance for each source object? For example if two source objects apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances. |
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FinishTimerHandle |
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GameplayCueName |
Mirrors GameplayCueTag in order to be asset registry searchable |
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GameplayCueTag |
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IsOverride |
Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue. |
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NotifyKey |
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NumPreallocatedInstances |
How many instances of the gameplay cue to preallocate |
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ReferenceHelper |
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WarnIfLatentActionIsStillRunning |
Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way) |
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WarnIfTimelineIsStillRunning |
Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way) |
Name | Description | |
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AGameplayCueNotify_Actor ( |
Name | Description | ||
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ClearOwnerDestroyedDelegate() |
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GameplayCueFinishedCallback() |
Called when the GC is finished. |
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GameplayCuePendingRemove() |
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HandleGameplayCue ( |
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HandlesEvent ( |
Does this GameplayCueNotify handle this type of GameplayCueEvent? |
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K2_EndGameplayCue() |
Ends the gameplay cue: either destroying it or recycling it. |
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K2_HandleGameplayCue ( |
Generic Event Graph event that will get called for every event type |
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OnActive ( |
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OnExecute ( |
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OnOwnerDestroyed ( |
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OnRemove ( |
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Recycle() |
Called when returning to the recycled pool. |
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ReuseAfterRecycle() |
Called when we are about to reuse the GC. |
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WhileActive ( |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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SetOwner ( |
Set the owner of this Actor, used primarily for network replication. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |