UAbilityTask_WaitAbilityActivate::WaitForAbilityActivateWithTagRequirements

Wait until a new ability (of the same or different type) is activated.

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitAbilityActivate.h

Include

#include "Abilities/Tasks/AbilityTask_WaitAbilityActivate.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitAbilityActivate.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
          Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitAbilityActivate * WaitForAbilityActivateWithTagRequirements
(
    UGameplayAbility * OwningAbility,
    FGameplayTagRequirements TagRequirements,
    bool IncludeTriggeredAbilities,
    bool TriggerOnce
)

Remarks

Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true. Uses a tag requirements structure to filter abilities.

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