IGameplayCueInterface

Windows
MacOS
Linux

Inheritance Hierarchy

IGameplayCueInterface

AAbilitySystemTestPawn

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h

Include

#include "GameplayCueInterface.h"

Syntax

class IGameplayCueInterface

Constructors

Name Description

Public function

IGameplayCueInterface()

Functions

Name Description

Public function UFunction Category, Meta, BlueprintImplementableEvent blueprintcosmetic

void

 

BlueprintCustomHandler

(
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Internal function to map ufunctions directly to gameplaycue tags

Public function Static

void

 

ClearTagToFunctionMap()

Clears internal cache of what classes implement which functions

Public function Static

void

 

DispatchBlueprintCustomHandler

(
    UObject* Object,
    UFunction* Func,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Calls the UFunction override for a specific gameplay cue

Public function Virtual UFunction BlueprintCallable, Category blueprintcosmetic

void

 

ForwardGameplayCueToParent()

Call from a Cue handler event to continue checking for additional, more generic handlers.

Public function Virtual

void

 

GameplayCueDefaultHandler

(
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Default native handler, called if no tag matches found

Public function Virtual Const

void

 

GetGameplayCueSets

(
    TArray< class UGameplayCueSet*...
)

Return the cue sets used by this object.

Public function Virtual

void

 

HandleGameplayCue

(
    UObject* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Handle a single gameplay cue

Public function Virtual

void

 

HandleGameplayCue

(
    AActor* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Handle a single gameplay cue

Public function Virtual

void

 

HandleGameplayCues

(
    UObject* Self,
    const FGameplayTagContainer& Gamep...,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Wrapper that handles multiple cues

Public function Virtual

void

 

HandleGameplayCues

(
    AActor* Self,
    const FGameplayTagContainer& Gamep...,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Wrapper that handles multiple cues

Public function Virtual

bool

 

ShouldAcceptGameplayCue

(
    UObject* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Returns true if the object can currently accept gameplay cues associated with the given tag.

Public function Virtual

bool

 

ShouldAcceptGameplayCue

(
    AActor* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Returns true if the actor can currently accept gameplay cues associated with the given tag.

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