Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitOverlap.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitOverlap.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitOverlap.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitOverlap * WaitForOverlap
(
UGameplayAbility * OwningAbility
)
Wait until an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements
Need: -Easy way to specify which primitive components should be used for this overlap test -Easy way to specify which types of actors/collision overlaps that we care about/want to block on