UAbilityTask_WaitAttributeChange

Waits for the actor to activate another ability

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/Tasks/AbilityTask_WaitAttributeChange.h"

Syntax

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

Remarks

Waits for the actor to activate another ability

Variables

Name Description

Public variable

FGameplayAttrib...

 

Attribute

Public variable

bool

 

bTriggerOnce

Public variable

TEnumAsByte< EW...

 

ComparisonType

Public variable

float

 

ComparisonValue

Protected variable UProperty

UAbilitySystemC...

 

ExternalOwner

Public variable

FDelegateHandle

 

OnAttributeChangeDelegateHandle

Public variable UProperty BlueprintAssignable

FWaitAttributeC...

 

OnChange

Public variable

FGameplayTag

 

WithoutTag

Public variable

FGameplayTag

 

WithTag

Constructors

Name Description

Public function

UAbilityTask_WaitAttributeChange

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

UAbilitySyst...

 

GetFocusedASC()

Public function

void

 

OnAttributeChange

(
    const FOnAttributeChangeData& Call...
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask...

 

WaitForAttributeChange

(
    UGameplayAbility* OwningAbilit...,
    FGameplayAttribute Attribute,
    FGameplayTag WithSrcTag,
    FGameplayTag WithoutSrcTag,
    bool TriggerOnce,
    AActor* OptionalExternalOwner
)

Wait until an attribute changes.

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask...

 

WaitForAttributeChangeWithComparison

(
    UGameplayAbility* OwningAbilit...,
    FGameplayAttribute InAttribute,
    FGameplayTag InWithTag,
    FGameplayTag InWithoutTag,
    TEnumAsByte< EWaitAttributeChangeCo...,
    float InComparisonValue,
    bool TriggerOnce,
    AActor* OptionalExternalOwner
)

Wait until an attribute changes to pass a given test.

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.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss