Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
Include |
#include "Abilities/Async/AbilityAsync_WaitGameplayEvent.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Async/AbilityAsync_WaitGameplayEvent.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Async",
Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE"))
static UAbilityAsync_WaitGameplayEvent * WaitGameplayEventToActor
(
AActor * TargetActor,
FGameplayTag EventTag,
bool OnlyTriggerOnce,
bool OnlyMatchExact
)
Wait until the specified gameplay tag event is triggered on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags