UAbilityTask_WaitGameplayEffectStackChange

Waits for the actor to activate another ability

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameplayTask

UAbilityTask

UAbilityTask_WaitGameplayEffectStackChange

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectStackChange.h

Include

#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectStackChange.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityTask_WaitGameplayEffectStackChange : public UAbilityTask

Remarks

Waits for the actor to activate another ability

Variables

Name Description

Public variable

FActiveGameplay...

 

Handle

Public variable UProperty BlueprintAssignable

FWaitGameplayEf...

 

InvalidHandle

Public variable UProperty BlueprintAssignable

FWaitGameplayEf...

 

OnChange

Protected variable

FDelegateHandle

 

OnGameplayEffectStackChangeDelegateHandle

Protected variable

bool

 

Registered

Constructors

Name Description

Public function

UAbilityTask_WaitGameplayEffectStackChange

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction

void

 

OnGameplayEffectStackChange

(
    FActiveGameplayEffectHandle Handle,
    int32 NewCount,
    int32 OldCount
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask...

 

WaitForGameplayEffectStackChange

(
    UGameplayAbility* OwningAbilit...,
    FActiveGameplayEffectHandle Handle
)

Wait until the specified gameplay effect is removed.

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

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

Protected function Virtual

void

 

OnDestroy

(
    bool bInOwnerFinished
)

End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending.

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