UAbilitySystemComponent::ReinvokeActiveGameplayCues

Invokes the WhileActive event for all GCs on active, non inhibited, GEs.

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References

Module

GameplayAbilities

Header

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

Include

#include "AbilitySystemComponent.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp

Syntax

virtual void ReinvokeActiveGameplayCues()

Remarks

Invokes the WhileActive event for all GCs on active, non inhibited, GEs. This would typically be used on "respawn" or something where the mesh/avatar has changed

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