Tasks

Tasks

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Apply Root Motion Constant Force

Apply force to character's movement

Target is Ability Task Apply Root Motion Constant Force

Apply Root Motion Jump Force

Apply force to character's movement

Target is Ability Task Apply Root Motion Jump Force

Apply Root Motion Move to Actor Force

Apply force to character's movement

Target is Ability Task Apply Root Motion Move to Actor Force

Apply Root Motion Move to Force

Apply force to character's movement

Target is Ability Task Apply Root Motion Move to Force

Apply Root Motion Move to Target Data Actor Force

Apply force to character's movement using an index into targetData instead of using an actor directly.

Target is Ability Task Apply Root Motion Move to Actor Force

Apply Root Motion Radial Force

Apply force to character's movement

Target is Ability Task Apply Root Motion Radial Force

Finish

Finish

Target is Ability Task Apply Root Motion Jump Force

Move to Location

Move to the specified location, using the vector curve (range 0 - 1) if specified, otherwise the float curve (range 0 - 1) or fallback to linear interpolation

Target is Ability Task Move to Location

PlayMontageAndWait

Start playing an animation montage on the avatar actor and wait for it to finish If StopWhenAbilityEnds is true, this montage will be aborted if the ability ends normally. It is always stopped when the ability is explicitly cancelled. On normal execution, OnBlendOut is called when the montage is blending out, and OnCompleted when it is completely done playing OnInterrupted is called if another montage overwrites this, and OnCancelled is called if the ability or task is cancelled

Target is Ability Task Play Montage and Wait

Repeat Action

Start a task that repeats an action or set of actions.

Target is Ability Task Repeat

Spawn Actor

Spawn new Actor on the network authority (server)

Target is Ability Task Spawn Actor

Start Ability State

Starts a new ability state.

Target is Ability Task Start Ability State

Visualize Targeting

Spawns target actor and uses it for visualization.

Target is Ability Task Visualize Targeting

Visualize Targeting Using Actor

Visualize target using a specified target actor.

Target is Ability Task Visualize Targeting

Wait Confirm

Wait until the server confirms the use of this ability. This is used to gate predictive portions of the ability

Target is Ability Task Wait Confirm

Wait Delay

Wait specified time. This is functionally the same as a standard Delay node.

Target is Ability Task Wait Delay

Wait for Ability Activate

Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true.

Target is Ability Task Wait Ability Activate

Wait for Ability Activate Query

Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true.

Target is Ability Task Wait Ability Activate

Wait for Ability Activate with Tag Requirements

Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true. Uses a tag requirements structure to filter abilities.

Target is Ability Task Wait Ability Activate

Wait for Attribute Change

Wait until an attribute changes.

Target is Ability Task Wait Attribute Change

Wait for Attribute Change Ratio Threshold

Wait on attribute ratio change meeting a comparison threshold.

Target is Ability Task Wait Attribute Change Ratio Threshold

Wait for Attribute Change Threshold

Wait on attribute change meeting a comparison threshold.

Target is Ability Task Wait Attribute Change Threshold

Wait for Attribute Change with Comparison

Wait until an attribute changes to pass a given test.

Target is Ability Task Wait Attribute Change

Wait for Cancel Input

Wait Cancel

Target is Ability Task Wait Cancel

Wait for Confirm Input

Wait Confirm Cancel

Target is Ability Task Wait Confirm Cancel

Wait for Gameplay Effect Removed

Wait until the specified gameplay effect is removed.

Target is Ability Task Wait Gameplay Effect Removed

Wait for Gameplay Effect Stack Change

Wait until the specified gameplay effect is removed.

Target is Ability Task Wait Gameplay Effect Stack Change

Wait For New Ability Commit

Wait until a new ability (of the same or different type) is commited.

Target is Ability Task Wait Ability Commit

Wait For New Ability Commit Query

Wait for Ability Commit Query

Target is Ability Task Wait Ability Commit

Wait for Overlap

Wait until an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements

Target is Ability Task Wait Overlap

Wait Gameplay Effect Applied to Self

Wait until the owner receives a GameplayEffect from a given source (the source may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.

Target is Ability Task Wait Gameplay Effect Applied Self

Wait Gameplay Effect Applied to Self Query

Wait until the owner receives a GameplayEffect from a given source (the source may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.

This version uses FGameplayTagQuery (more power) instead of FGameplayTagRequirements (faster)

Target is Ability Task Wait Gameplay Effect Applied Self

Wait Gameplay Effect Applied to Target

Wait until the owner (or External Owner) applies a GameplayEffect to a Target (the target may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.

Target is Ability Task Wait Gameplay Effect Applied Target

Wait Gameplay Effect Applied to Target Query

Wait until the owner (or External Owner) applies a GameplayEffect to a Target (the target may be the owner too!). If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability Optional External Owner can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty.

Target is Ability Task Wait Gameplay Effect Applied Target

Wait Gameplay Effect Blocked by Immunity

Listens for GE immunity. By default this means "this hero blocked a GE due to immunity". Setting OptionalExternalTarget will listen for a GE being blocked on an external target. Note this only works on the server.

Target is Ability Task Wait Gameplay Effect Blocked Immunity

Wait Gameplay Event

Wait until the specified gameplay tag event is triggered. By default this will look at the owner of this ability. OptionalExternalTarget can be set to make this look at another actor's tags for changes It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags

Target is Ability Task Wait Gameplay Event

Wait Gameplay Tag Add

Wait until the specified gameplay tag is Added. By default this will look at the owner of this ability. OptionalExternalTarget can be set to make this look at another actor's tags for changes. If the tag is already present when this task is started, it will immediately broadcast the Added event. It will keep listening as long as OnlyTriggerOnce = false.

Target is Ability Task Wait Gameplay Tag Added

Wait Gameplay Tag Add to Actor

Wait until the specified gameplay tag is Added to Target Actor's ability component If the tag is already present when this task is started, it will immediately broadcast the Added event. It will keep listening as long as OnlyTriggerOnce = false.

Target is Ability Async Wait Gameplay Tag Added

Wait Gameplay Tag Remove

Wait until the specified gameplay tag is Removed. By default this will look at the owner of this ability. OptionalExternalTarget can be set to make this look at another actor's tags for changes. If the tag is not present when this task is started, it will immediately broadcast the Removed event. It will keep listening as long as OnlyTriggerOnce = false.

Target is Ability Task Wait Gameplay Tag Removed

Wait Gameplay Tag Remove from Actor

Wait until the specified gameplay tag is Removed from Target Actor's ability component If the tag is not present when this task is started, it will immediately broadcast the Removed event. It will keep listening as long as OnlyTriggerOnce = false.

Target is Ability Async Wait Gameplay Tag Removed

Wait Input Press

Wait until the user presses the input button for this ability's activation. Returns time this node spent waiting for the press. Will return 0 if input was already down.

Target is Ability Task Wait Input Press

Wait Input Release

Wait until the user releases the input button for this ability's activation. Returns time from hitting this node, till release. Will return 0 if input was already released.

Target is Ability Task Wait Input Release

Wait Net Sync

Synchronize execution flow between Client and Server. Depending on SyncType, the Client and Server will wait for the other to reach this node or another WaitNetSync node in the ability before continuing execution.

BothWait - Both Client and Server will wait until the other reaches the node. (Whoever gets their first, waits for the other before continueing). OnlyServerWait - Only server will wait for the client signal. Client will signal and immediately continue without waiting to hear from Server. OnlyClientWait - Only client will wait for the server signal. Server will signal and immediately continue without waiting to hear from Client.

Note that this is "ability instance wide". These sync points never affect sync points in other abilities.

In most cases you will have both client and server execution paths connected to the same WaitNetSync node. However it is possible to use separate nodes for cleanliness of the graph. The "signal" is "ability instance wide".

Target is Ability Task Network Sync Point

Wait Target Data

Spawns target actor and waits for it to return valid data or to be canceled.

Target is Ability Task Wait Target Data

Wait Target Data Using Actor

Uses specified target actor and waits for it to return valid data or to be canceled.

Target is Ability Task Wait Target Data

WaitMovementModeChange

Wait until movement mode changes (E.g., landing)

Target is Ability Task Wait Movement Mode Change

WaitVelocityChange

Wait for the actor's movement component velocity to be of minimum magnitude when projected along given direction

Target is Ability Task Wait Velocity Change

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