Module |
|
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 |
[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
)
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.