| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Static.h |
Include |
#include "GameplayCueNotify_Static.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication))
class UGameplayCueNotify_Static : public UObject
A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.
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GameplayCueName |
Mirrors GameplayCueTag in order to be asset registry searchable |
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GameplayCueTag |
Tag this notify is activated by |
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IsOverride |
Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue. |
Name | Description | |
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UGameplayCueNotify_Static ( |
Name | Description | ||
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UWorld * |
GetWorld() |
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HandleGameplayCue ( |
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HandlesEvent ( |
Does this GameplayCueNotify handle this type of GameplayCueEvent? |
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K2_HandleGameplayCue ( |
Generic Event Graph event that will get called for every event type |
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OnActive ( |
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OnExecute ( |
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OnOwnerDestroyed() |
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OnRemove ( |
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WhileActive ( |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |