Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_StartAbilityState.h |
Include |
#include "Abilities/Tasks/AbilityTask_StartAbilityState.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_StartAbilityState.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable,
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="true", HideSpawnParms="Instigator"),
Category="Ability|Tasks")
static UAbilityTask_StartAbilityState * StartAbilityState
(
UGameplayAbility * OwningAbility,
FName StateName,
bool bEndCurrentState
)
Starts a new ability state.
Parameter |
Description |
---|---|
StateName |
The name of the state. |
bEndCurrentState |
If true, all other active ability states will be ended. |