Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitAbilityActivate.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitAbilityActivate.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitAbilityActivate.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitAbilityActivate * WaitForAbilityActivate_Query
(
UGameplayAbility * OwningAbility,
FGameplayTagQuery Query,
bool IncludeTriggeredAbilities,
bool TriggerOnce
)
Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true.