UGameplayCueManager::GetRuntimeCueSet

Loading GameplayCueNotifies from ObjectLibraries

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueManager.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayCueManager.cpp

Syntax

UGameplayCueSet * GetRuntimeCueSet()

Remarks

Loading GameplayCueNotifies from ObjectLibraries

There are two libraries in the GameplayCueManager:

The RunTime object library, which is initialized with the "always loaded" paths, via UAbilitySystemGlobals::GetGameplayCueNotifyPaths() -GC Notifies in this path are loaded at startup -Everything loaded will go into the global gameplaycue set, which is where GC events will be routed to by default

The Editor object library, which is initialized with the "all valid" paths, via UGameplayCueManager::GetValidGameplayCuePaths() -Only used in the editor. -Never loads clases or scans directly itself. -Just reflect asset registry to show about "all gameplay cue notifies the game could know about" Returns the Ryntime cueset, which is the global cueset used in runtime, as opposed to the editor cue set which is used only when running the editor

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