FActiveGameplayCueContainer

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MacOS
Linux

Inheritance Hierarchy

FFastArraySerializer

FActiveGameplayCueContainer

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h

Include

#include "GameplayCueInterface.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FActiveGameplayCueContainer : public FFastArraySerializer

Variables

Name Description

Public variable

bool

 

bMinimalReplication

Should this container only replicate in minimal replication mode

Public variable UProperty

TArray< FActive...

 

GameplayCues

Functions

Name Description

Public function

void

 

AddCue

(
    const FGameplayTag& Tag,
    const FPredictionKey& PredictionKe...,
    const FGameplayCueParameters& Para...
)

Public function Const

bool

 

HasCue

(
    const FGameplayTag& Tag
)

Does explicit check for gameplay cue tag

Public function

bool

 

NetDeltaSerialize

(
    FNetDeltaSerializeInfo& DeltaParms
)

Public function

void

 

PredictiveAdd

(
    const FGameplayTag& Tag,
    FPredictionKey& PredictionKey
)

Public function

void

 

PredictiveRemove

(
    const FGameplayTag& Tag
)

Marks as predictively removed so that we dont invoke remove event twice due to onrep

Public function

void

 

RemoveAllCues()

Will broadcast the OnRemove event for all currently active cues.

Public function

void

 

RemoveCue

(
    const FGameplayTag& Tag
)

Public function

void

 

SetOwner

(
    UAbilitySystemComponent* InOwn...
)

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