UAbilityAsync_WaitGameplayEffectApplied

This action listens for specific gameplay effect applications based off specified tags.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h

Include

#include "Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityAsync_WaitGameplayEffectApplied : public UAbilityAsync

Remarks

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.

Variables

Name Description

Protected variable

bool

 

bLocked

Protected variable

FGameplayTarget...

 

Filter

Protected variable

bool

 

ListenForPeriodicEffects

Public variable UProperty BlueprintAssignable

FOnAppliedDeleg...

 

OnApplied

Protected variable

FDelegateHandle

 

OnApplyGameplayEffectCallbackDelegateHandle

Protected variable

FDelegateHandle

 

OnPeriodicGameplayEffectExecuteCallbackDelegateHandle

Protected variable

FGameplayTagReq...

 

SourceTagRequirements

Protected variable

FGameplayTagReq...

 

TargetTagRequirements

Protected variable

bool

 

TriggerOnce

Functions

Name Description

Protected function

void

 

OnApplyGameplayEffectCallback

(
    UAbilitySystemComponent* Targe...,
    const FGameplayEffectSpec& SpecApp...,
    FActiveGameplayEffectHandle ActiveH...
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityAsyn...

 

WaitGameplayEffectAppliedToActor

(
    AActor* TargetActor,
    const FGameplayTargetDataFilterHand...,
    FGameplayTagRequirements SourceTagR...,
    FGameplayTagRequirements TargetTagR...,
    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.

Overridden from UAbilityAsync

Name Description

Protected function Virtual

void

 

EndAction()

Explicitly end the action, will disable any callbacks and allow action to be deleted

Overridden from UBlueprintAsyncActionBase

Name Description

Protected function Virtual

void

 

Activate()

Called to trigger the action once the delegates have been bound

Classes

Name

Description

Public class

FOnAppliedDelegate

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