AGameplayCueNotify_Actor

An instantiated Actor that acts as a handler of a GameplayCue.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_Actor.h"

Syntax

UCLASS(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication))
class AGameplayCueNotify_Actor : public AActor

Remarks

An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary.

Variables

Name Description

Public variable UProperty Category, EditAnywhere

float

 

AutoDestroyDelay

If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed.

Public variable UProperty Category, EditDefaultsOnly

bool

 

bAllowMultipleOnActiveEvents

Does this cue trigger its OnActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.

Public variable UProperty Category, EditDefaultsOnly

bool

 

bAllowMultipleWhileActiveEvents

Does this cue trigger its WhileActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.

Public variable UProperty Category, EditDefaultsOnly

bool

 

bAutoAttachToOwner

If true, attach this GameplayCue Actor to the target actor while it is active.

Public variable UProperty Category, EditDefaultsOnly

bool

 

bAutoDestroyOnRemove

We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called).

Protected variable

bool

 

bHasHandledOnActiveEvent

Protected variable

bool

 

bHasHandledOnRemoveEvent

Protected variable

bool

 

bHasHandledWhileActiveEvent

Public variable

bool

 

bInRecycleQueue

Set when the GC actor is in the recycle queue (E.g., not active in world. This is to prevent rentrancy in the recyle code since multiple paths can lead the GC actor there)

Public variable UProperty Category, EditDefaultsOnly

bool

 

bUniqueInstancePerInstigator

Does this cue get a new instance for each instigator? For example if two instigators apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.

Public variable UProperty Category, EditDefaultsOnly

bool

 

bUniqueInstancePerSourceObject

Does this cue get a new instance for each source object? For example if two source objects apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.

Protected variable

FTimerHandle

 

FinishTimerHandle

Public variable UProperty assetregistrysearchable

FName

 

GameplayCueName

Mirrors GameplayCueTag in order to be asset registry searchable

Public variable UProperty Category, EditDefaultsOnly, Meta

FGameplayTag

 

GameplayCueTag

Tag this notify is activated by

Public variable UProperty Category, EditDefaultsOnly

bool

 

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.

Public variable

FGCNotifyActorK...

 

NotifyKey

Public variable UProperty Category, EditDefaultsOnly

int32

 

NumPreallocatedInstances

How many instances of the gameplay cue to preallocate

Public variable UProperty Category, EditAnywhere

bool

 

WarnIfLatentActionIsStillRunning

Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way)

Public variable UProperty Category, EditAnywhere

bool

 

WarnIfTimelineIsStillRunning

Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way)

Constructors

Name Description

Public function

AGameplayCueNotify_Actor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

ClearOwnerDestroyedDelegate()

Public function Virtual

void

 

GameplayCueFinishedCallback()

Called when the GC is finished.

Public function Virtual

bool

 

GameplayCuePendingRemove()

Public function Virtual

void

 

HandleGameplayCue

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

Public function Virtual Const

bool

 

HandlesEvent

(
    EGameplayCueEvent::Type EventType
)

Does this GameplayCueNotify handle this type of GameplayCueEvent?

Public function Virtual UFunction BlueprintCallable, Category, Meta displayname

void

 

K2_EndGameplayCue()

Ends the gameplay cue: either destroying it or recycling it.

Public function UFunction Category, Meta, BlueprintImplementableEvent displayname

void

 

K2_HandleGameplayCue

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

Generic Event Graph event that will get called for every event type

Public function UFunction Category blueprintnativeevent

bool

 

OnActive

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function UFunction Category blueprintnativeevent

bool

 

OnExecute

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function Virtual UFunction

void

 

OnOwnerDestroyed

(
    AActor* DestroyedActor
)

Public function UFunction Category blueprintnativeevent

bool

 

OnRemove

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function Virtual

bool

 

Recycle()

Called when returning to the recycled pool.

Public function Virtual

void

 

ReuseAfterRecycle()

Called when we are about to reuse the GC.

Public function UFunction Category blueprintnativeevent

bool

 

WhileActive

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Protected function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Protected function Virtual

void

 

K2_DestroyActor()

Destroy the actor

Public function Virtual

void

 

SetOwner

(
    AActor* NewOwner
)

Set the owner of this Actor, used primarily for network replication.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.