| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
Include |
#include "GameplayCueManager.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGameplayCueManager : public UDataAsset
Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed
Name | Description | ||
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bAccelerationMapOutdated |
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EditorGameplayCueObjectLibrary |
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EditorObjectLibraryFullyInitialized |
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EditorPeriodicUpdateHandle |
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TSharedPtr< FSt... |
GameplayCueAssetHandle |
Handle to maintain ownership of gameplay cue assets. |
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GameplayCueClassesForPreallocation |
Classes that we need to preallocate instances for |
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GameplayCueSendContextCount |
Number of active gameplay cue send contexts, when it goes to 0 cues are flushed |
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LoadedGameplayCueNotifyClasses |
Hardref to the gameplaycue notify classes we have async loaded |
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NotifyMapActor |
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FSimpleMulticas... |
OnEditorObjectLibraryUpdated |
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FSimpleMulticas... |
OnFlushPendingCues |
Broadcasted when ::FlushPendingCues runs: useful for custom batching/gameplay cue handling |
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OnGameplayCueNotifyAddOrRemove |
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OnRouteGameplayCue |
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PendingExecuteCues |
List of gameplay cue executes that haven't been processed yet |
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PreallocationInfoList_Internal |
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RuntimeGameplayCueObjectLibrary |
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StreamableManager |
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TranslationManager |
Name | Description | |
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UGameplayCueManager ( |
Name | Description | ||
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AddReferencedObjects ( |
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BuildCuesToAddToGlobalSet ( |
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CheckForPreallocation ( |
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CheckForTooManyRPCs ( |
The cue manager has a tendency to produce a lot of RPCs. |
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DoesPendingCueExecuteMatch ( |
Returns true if two pending cues match, can be overridden in game |
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DumpPreallocationStats ( |
Prints what classess exceeded their preallocation sizes during runtime |
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EndGameplayCueSendContext() |
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EndGameplayCuesFor ( |
Force any instanced GameplayCueNotifies to stop |
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FinishLoadingGameplayCueNotifies() |
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FlushPendingCues() |
Send out any pending cues |
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GetAlwaysLoadedGameplayCuePaths() |
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UWorld * |
GetCachedWorldForGameplayCueNotifies() |
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UGameplayCue... |
GetEditorCueSet() |
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GetEditorObjectLibraryGameplayCueNotifyFilenames |
Get filenames of all GC notifies we know about (loaded or not). Useful for cooking |
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GetGlobalCueSets() |
Will return the Runtime cue set and the EditorCueSet, if the EditorCueSet is available. This is used mainly for handling asset created/deleted in the editor. |
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AGameplayCue... |
GetInstancedCueActor ( |
Returns the cached instance cue. Creates it if it doesn't exist |
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FPreallocati... |
GetPreallocationInfo ( |
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UGameplayCue... |
GetRuntimeCueSet() |
Loading GameplayCueNotifies from ObjectLibraries |
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GetValidGameplayCuePaths() |
Returns list of valid gameplay cue paths. |
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UWorld * |
GetWorld() |
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HandleAssetAdded ( |
Handles updating an object library when a new asset is created |
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HandleAssetDeleted ( |
Handles cleaning up an object library if it matches the passed in object |
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HandleAssetRenamed ( |
Warns if we move a GameplayCue notify out of the valid search paths |
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HandleGameplayCue ( |
Handling GameplayCues at runtime: |
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HandleGameplayCues ( |
Handling GameplayCues at runtime: |
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HandleMissingGameplayCue ( |
Handles what to do if a missing cue is requested. |
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InitializeEditorObjectLibrary() |
Called from editor to soft load all gameplay cue notifies for the GameplayCueEditor |
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InitializeRuntimeObjectLibrary() |
Called to setup and initialize the runtime library. |
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TSharedPtr< ... |
InitObjectLibrary ( |
Internal function to actually init the FGameplayCueObjectLibrary. |
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InvokeGameplayCueAddedAndWhileActive_FromSpec ( |
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InvokeGameplayCueExecuted ( |
Wrappers to handle replicating executed cues |
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InvokeGameplayCueExecuted_FromSpec ( |
Wrappers to handle replicating executed cues |
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InvokeGameplayCueExecuted_WithParams ( |
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IsGameplayCueRecylingEnabled() |
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LoadNotifyForEditorPreview ( |
Looks in the EditorObjectLibrary for a notify for this tag, if it finds it, it loads it and puts it in the RuntimeObjectLibrary so that it can be previewed in the editor |
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NotifyGameplayCueActorEndPlay ( |
Notify to say the actor is about to be destroyed and the GC manager needs to remove references to it. |
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NotifyGameplayCueActorFinished ( |
Notify that this actor is finished and should be destroyed or recycled |
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OnCreated() |
Called when manager is first created |
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OnEngineInitComplete() |
Called when engine has completely loaded, this is a good time to finalize things |
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OnGameplayCueNotifyAsyncLoadComplete ( |
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FOnRouteGame... |
OnGameplayCueRouted() |
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OnMissingCueAsyncLoadComplete ( |
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OnPreReplayScrub ( |
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OnWorldCleanup |
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PrintGameplayCueNotifyMap() |
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PrintLoadedGameplayCueNotifyClasses() |
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ProcessPendingCueExecute ( |
Process a pending cue, return false if the cue should be rejected. |
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RefreshObjectLibraries() |
Refreshes the existing, already initialized, object libraries. |
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ReloadObjectLibrary ( |
This handles the case where GameplayCueNotifications have changed between sessions, which is possible in editor. |
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RequestPeriodicUpdateOfEditorObjectLibraryWhileWaitingOnAssetRegistry() |
Calling this will make the GC manager periodically refresh the EditorObjectLibrary until the asset registry is finished scanning |
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ResetPreallocation ( |
Resets preallocation for a given world |
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RouteGameplayCue ( |
Actually routes the gameplaycue event to the right place. |
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ShouldAsyncLoadMissingGameplayCues() |
If true, this will asynchronously load missing gameplay cues, and execute cue when the load finishes |
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ShouldAsyncLoadObjectLibrariesAtStart() |
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ShouldAsyncLoadRuntimeObjectLibraries() |
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ShouldLoadGameplayCueAssetData ( |
Called before loading any gameplay cue notifies from object libraries. |
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ShouldSuppressGameplayCues ( |
Returns true to ignore gameplay cues |
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ShouldSyncLoadMissingGameplayCues() |
Debugging Help If true, this will synchronously load missing gameplay cues |
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ShouldSyncLoadRuntimeObjectLibraries() |
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ShouldSyncScanRuntimeObjectLibraries() |
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StartGameplayCueSendContext() |
Start or stop a gameplay cue send context. |
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TranslateGameplayCue ( |
Allows Tag to be translated in place to a different Tag. See FGameplayCueTranslorManager |
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UpdatePreallocation ( |
Prespawns a single actor for gameplaycue notify actor classes that need prespawning (should be called by outside gamecode, such as gamestate) |
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VerifyNotifyAssetIsInValidPath ( |
Name |
Description |
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FOnRouteGameplayCue |
Name |
Description |
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CurrentWorld |
Cached world we are currently handling cues for. |
PreviewComponent |
Animation Preview Hacks |
PreviewProxyTick |
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PreviewWorld |