UAbilityAsync

AbilityAsync is a base class for ability-specific BlueprintAsyncActions.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync.h

Include

#include "Abilities/Async/AbilityAsync.h"

Syntax

UCLASS(Abstract, Meta=(ExposedAsyncProxy=AsyncAction))
class UAbilityAsync : public UCancellableAsyncAction

Remarks

AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints.

Functions

Name Description

Public function Virtual UFunction BlueprintCallable, Category

void

 

EndAction()

Explicitly end the action, will disable any callbacks and allow action to be destroyed

Public function Virtual Const

UAbilitySyst...

 

GetAbilitySystemComponent()

Returns the ability system component this action is bound to

Public function Virtual

void

 

SetAbilityActor

(
    AActor* InActor
)

Sets the bound component by searching actor for one

Public function Virtual

void

 

SetAbilitySystemComponent

(
    UAbilitySystemComponent* InAbi...
)

Sets the bound component

Overridden from UCancellableAsyncAction

Name Description

Public function Virtual

void

 

Cancel()

Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired

Public function Virtual Const

bool

 

ShouldBroadcastDelegates()

This should be called prior to broadcasting delegates back into the event graph, this ensures the action and ability system component are still valid