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_Query
(
UGameplayAbility * OwningAbility,
const FGameplayTargetDataFilterHandle SourceFilter,
FGameplayTagQuery SourceTagQuery,
FGameplayTagQuery TargetTagQuery,
bool TriggerOnce,
AActor * OptionalExternalOwner,
bool ListenForPeriodicEffect
)
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.