UGameplayAbility_CharacterJump

Ability that jumps with a character.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameplayAbility

UGameplayAbility_CharacterJump

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility_CharacterJump.h

Include

#include "Abilities/GameplayAbility_CharacterJump.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGameplayAbility_CharacterJump : public UGameplayAbility

Remarks

Ability that jumps with a character.

Constructors

Name Description

Public function

UGameplayAbility_CharacterJump

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UGameplayAbility

Name Description

Public function Virtual

void

 

ActivateAbility

(
    const FGameplayAbilitySpecHandle Ha...,
    const FGameplayAbilityActorInfo...,
    const FGameplayAbilityActivationInf...,
    const FGameplayEventData* Trig...
)

Actually activate ability, do not call this directly

Public function Virtual Const

bool

 

CanActivateAbility

(
    const FGameplayAbilitySpecHandle Ha...,
    const FGameplayAbilityActorInfo...,
    const FGameplayTagContainer* S...,
    const FGameplayTagContainer* T...,
    OUTFGameplayTagContainer* Opti...
)

CanActivateAbility

Returns true if this ability can be activated right now. Has no side effects

Public function Virtual

void

 

CancelAbility

(
    const FGameplayAbilitySpecHandle Ha...,
    const FGameplayAbilityActorInfo...,
    const FGameplayAbilityActivationInf...,
    bool bReplicateCancelAbility
)

Canceling an non instanced ability is tricky.

Public function Virtual

void

 

InputReleased

(
    const FGameplayAbilitySpecHandle Ha...,
    const FGameplayAbilityActorInfo...,
    const FGameplayAbilityActivationInf...
)

Input binding stub.

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