Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitGameplayEffectApplied_Target * WaitGameplayEffectAppliedToTarget
(
UGameplayAbility * OwningAbility,
const FGameplayTargetDataFilterHandle TargetFilter,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
bool TriggerOnce,
AActor * OptionalExternalOwner,
bool ListenForPeriodicEffects
)
Wait until the owner (or External Owner) applies a GameplayEffect to a Target (the target may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.