FGameplayCueObjectLibrary

An ObjectLibrary for the GameplayCue Notifies.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueManager.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FGameplayCueObjectLibrary

Remarks

An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded

Variables

Name Description

Public variable UProperty

UObjectLibrary ...

 

ActorObjectLibrary

Object library for actor based notifies

Public variable

TAsyncLoadPrior...

 

AsyncPriority

Priority to use if async loading

Public variable UProperty

bool

 

bHasBeenInitialized

True if this has been initialized with correct data

Public variable UProperty

bool

 

bShouldAsyncLoad

Should we start async loading everything that we find (that passes ShouldLoad delegate check)

Public variable UProperty

bool

 

bShouldSyncLoad

Should we sync load everything that we find (that passes ShouldLoad delegate check)

Public variable UProperty

bool

 

bShouldSyncScan

Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there

Public variable UProperty

UGameplayCueSet...

 

CueSet

Set to put the loaded asset data into.

Public variable

FOnGameplayCueN...

 

OnLoaded

Callback for when load finishes

Public variable UProperty

TArray< FString...

 

Paths

Paths to search for

Public variable

FShouldLoadGCNo...

 

ShouldLoad

Callback for "should I add this FAssetData to the set"

Public variable UProperty

UObjectLibrary ...

 

StaticObjectLibrary

Object library for object based notifies

Constructors

Name Description

Public function

FGameplayCueObjectLibrary()

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