Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
Include |
#include "Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Async",
Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE"))
static UAbilityAsync_WaitGameplayEffectApplied * WaitGameplayEffectAppliedToActor
(
AActor * TargetActor,
const FGameplayTargetDataFilterHandle SourceFilter,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
bool TriggerOnce,
bool ListenForPeriodicEffect
)
Wait until a GameplayEffect is applied to a target actor If TriggerOnce is true, this action will only activate one time. Otherwise it will return every time a GE is applied that meets the requirements over the life of the ability