Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Self.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Self.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Self.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitGameplayEffectApplied_Self * WaitGameplayEffectAppliedToSelf_Query
(
UGameplayAbility * OwningAbility,
const FGameplayTargetDataFilterHandle SourceFilter,
FGameplayTagQuery SourceTagQuery,
FGameplayTagQuery TargetTagQuery,
bool TriggerOnce,
AActor * OptionalExternalOwner,
bool ListenForPeriodicEffect
)
Wait until the owner receives a GameplayEffect from a given source (the source may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.
This version uses FGameplayTagQuery (more power) instead of FGameplayTagRequirements (faster)