AGameplayCueNotify_BurstLatent

[AGameplayCueNotify_BurstLatent](API\Plugins\GameplayAbilities\AGameplayCueNotify_BurstLatent)

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_BurstLatent.h"

Syntax

UCLASS(Blueprintable, NotPlaceable, Category="GameplayCueNotify",
       Meta=(ShowWorldContextPin, DisplayName="GCN Burst Latent", ShortTooltip="A one-off GameplayCueNotify that can use latent actions such as timelines."))
class AGameplayCueNotify_BurstLatent : public AGameplayCueNotify_Actor

Remarks

AGameplayCueNotify_BurstLatent

This is an instanced gameplay cue notify for effects that are one-offs. Since it is instanced, it can do latent things like time lines or delays.

Variables

Name Description

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstEffects

List of effects to spawn on burst.

Protected variable UProperty Category BlueprintReadOnly

FGameplayCueNot...

 

BurstSpawnResults

Results of spawned burst effects.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

DefaultPlacementInfo

Default placement rules. Applies for all spawns unless overridden.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

DefaultSpawnCondition

Default condition to check before spawning anything. Applies for all spawns unless overridden.

Constructors

Functions

Name Description

Protected function UFunction BlueprintImplementableEvent

void

 

OnBurst

(
    AActor* Target,
    const FGameplayCueParameters& Para...,
    const FGameplayCueNotify_SpawnResul...
)

Protected function Virtual

bool

 

OnExecute_Implementation

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

Overridden from AGameplayCueNotify_Actor

Name Description

Protected function Virtual

bool

 

Recycle()

Called when returning to the recycled pool.

Overridden from UObject

Name Description

Protected function Virtual

EDataValidat...

 

IsDataValid

(
    TArray< FText >& ValidationErrors
)

Returns Valid if this object has data validation rules set up for it and the data for this object is valid.