UAbilityAsync_WaitGameplayEffectApplied::WaitGameplayEffectAppliedToActor

Wait until a GameplayEffect is applied to a target actor If TriggerOnce is true, this action will only activate one time.

Windows
MacOS
Linux

References

Module

GameplayAbilities

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

Syntax

[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
)

Remarks

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

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