UAbilityAsync_WaitGameplayEvent

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/Async/AbilityAsync_WaitGameplayEvent.h"

Syntax

UCLASS()
class UAbilityAsync_WaitGameplayEvent : public UAbilityAsync

Variables

Name Description

Public variable UProperty BlueprintAssignable

FEventReceivedD...

 

EventReceived

Protected variable

FDelegateHandle

 

MyHandle

Protected variable

bool

 

OnlyMatchExact

Protected variable

bool

 

OnlyTriggerOnce

Protected variable

FGameplayTag

 

Tag

Functions

Name Description

Protected function Virtual

void

 

GameplayEventCallback

(
    const FGameplayEventData* Payl...
)

Protected function Virtual

void

 

GameplayEventContainerCallback

(
    FGameplayTag MatchingTag,
    const FGameplayEventData* Payl...
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityAsyn...

 

WaitGameplayEventToActor

(
    AActor* TargetActor,
    FGameplayTag EventTag,
    bool OnlyTriggerOnce,
    bool OnlyMatchExact
)

Wait until the specified gameplay tag event is triggered on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags

Overridden from UAbilityAsync

Name Description

Protected function Virtual

void

 

EndAction()

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

Overridden from UBlueprintAsyncActionBase

Name Description

Protected function Virtual

void

 

Activate()

Called to trigger the action once the delegates have been bound

Classes

Name

Description

Public class

FEventReceivedDelegate