| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
Include |
#include "Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityAsync_WaitGameplayEffectApplied : public UAbilityAsync
This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects.
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bLocked |
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Filter |
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ListenForPeriodicEffects |
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OnApplied |
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OnApplyGameplayEffectCallbackDelegateHandle |
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OnPeriodicGameplayEffectExecuteCallbackDelegateHandle |
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SourceTagRequirements |
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TargetTagRequirements |
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TriggerOnce |
Name | Description | ||
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OnApplyGameplayEffectCallback ( |
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UAbilityAsyn... |
WaitGameplayEffectAppliedToActor ( |
Wait until a GameplayEffect is applied to a target actor If TriggerOnce is true, this action will only activate one time. |
Name | Description | ||
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EndAction() |
Explicitly end the action, will disable any callbacks and allow action to be deleted |
Name | Description | ||
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Activate() |
Called to trigger the action once the delegates have been bound |
Name |
Description |
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FOnAppliedDelegate |