AGameplayCueNotify_Looping

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

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_Looping.h"

Syntax

UCLASS(Blueprintable, NotPlaceable, Category="GameplayCueNotify",
       Meta=(ShowWorldContextPin, DisplayName="GCN Looping", ShortTooltip="A GameplayCueNotify that has a duration that is driven by the game."))
class AGameplayCueNotify_Looping : public AGameplayCueNotify_Actor

Remarks

AGameplayCueNotify_Looping

This is an instanced gameplay cue notify for continuous looping effects. The game is responsible for defining the start/stop by adding/removing the gameplay cue.

Variables

Name Description

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

ApplicationEffects

List of effects to spawn on application. These should not be looping effects!

Protected variable UProperty Category BlueprintReadOnly

FGameplayCueNot...

 

ApplicationSpawnResults

Results of spawned application effects.

Protected variable

bool

 

bLoopingEffectsRemoved

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.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

LoopingEffects

List of effects to spawn on loop start.

Protected variable UProperty Category BlueprintReadOnly

FGameplayCueNot...

 

LoopingSpawnResults

Results of spawned looping effects.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

RecurringEffects

List of effects to spawn for a recurring gameplay effect (e.g. each time a DOT ticks). These should not be looping effects!

Protected variable UProperty Category BlueprintReadOnly

FGameplayCueNot...

 

RecurringSpawnResults

Results of spawned recurring effects.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

RemovalEffects

List of effects to spawn on removal. These should not be looping effects!

Protected variable UProperty Category BlueprintReadOnly

FGameplayCueNot...

 

RemovalSpawnResults

Results of spawned removal effects.

Constructors

Name Description

Public function

AGameplayCueNotify_Looping()

Functions

Name Description

Protected function Virtual

bool

 

OnActive_Implementation

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

Protected function UFunction BlueprintImplementableEvent

void

 

OnApplication

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

Protected function Virtual

bool

 

OnExecute_Implementation

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

Protected function UFunction BlueprintImplementableEvent

void

 

OnLoopingStart

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

Protected function UFunction BlueprintImplementableEvent

void

 

OnRecurring

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

Protected function UFunction BlueprintImplementableEvent

void

 

OnRemoval

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

Protected function Virtual

bool

 

OnRemove_Implementation

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

Protected function

void

 

RemoveLoopingEffects()

Protected function Virtual

bool

 

WhileActive_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 AActor

Name Description

Protected function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

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

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.