| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_StartAbilityState.h |
Include |
#include "Abilities/Tasks/AbilityTask_StartAbilityState.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityTask_StartAbilityState : public UAbilityTask
An ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it's execution.
An ability state will always result in either 'OnStateEnded' or 'OnStateInterrupted' being called.
'OnStateEnded' will be called if:
The ability itself ends via AGameplayAbility::EndAbility
The ability state is manually ended via AGameplayAbility::EndAbilityState
Another ability state is started will 'bEndCurrentState' set to true
'OnStateInterrupted' will be called if:
The ability itself is cancelled via AGameplayAbility::CancelAbility
Name | Description | ||
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OnStateEnded |
Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active. |
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OnStateInterrupted |
Invoked if the ability was interrupted and this state is active. |
Name | Description | |
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UAbilityTask_StartAbilityState ( |
Name | Description | ||
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UAbilityTask... |
StartAbilityState ( |
Starts a new ability state. |
Name | Description | ||
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Activate() |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it |
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ExternalCancel() |
Called when the task is asked to cancel from an outside node. |
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GetDebugString() |
Return debug string describing task |