UGameplayAbility::K2_ExecuteGameplayCue

GameplayCue Abilities can invoke GameplayCues without having to create GameplayEffects

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Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h

Include

#include "Abilities/GameplayAbility.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/GameplayAbility.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Ability, Meta=(GameplayTagFilter="GameplayCue"),
          DisplayName="Execute GameplayCue On Owner", Meta=(ScriptName="ExecuteGameplayCue"))
virtual void K2_ExecuteGameplayCue
(
    FGameplayTag GameplayCueTag,
    FGameplayEffectContextHandle Context
)

Remarks

GameplayCue Abilities can invoke GameplayCues without having to create GameplayEffects

Invoke a gameplay cue on the ability owner

Helper methods for adding GaAmeplayCues without having to go through GameplayEffects. For now, none of these will happen predictively. We can eventually build this out more to work with the PredictionKey system.

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