| UGameplayAbility::CancelAbility()
|
Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h |
Include |
#include "Abilities/GameplayAbility.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/GameplayAbility.cpp |
virtual void CancelAbility
(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo * ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateCancelAbility
)
CancelAbility
Destroys instanced-per-execution abilities. Instance-per-actor abilities should 'reset'. Any active ability state tasks receive the 'OnAbilityStateInterrupted' event. Non instance abilities - what can we do?