FOnGameplayAbilityEnded

[UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility)

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Type

typedef TMulticastDelegate_OneParam< void, UGameplayAbility * > FOnGameplayAbilityEnded

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h

Include

#include "Abilities/GameplayAbility.h"

Remarks

UGameplayAbility

Abilities define custom gameplay logic that can be activated or triggered.

The main features provided by the AbilitySystem for GameplayAbilities are: -CanUse functionality: -Cooldowns -Costs (mana, stamina, etc) -etc

-Replication support -Client/Server communication for ability activation -Client prediction for ability activation

-Instancing support -Abilities can be non-instanced (native only) -Instanced per owner -Instanced per execution (default)

-Basic, extendable support for: -Input binding -'Giving' abilities (that can be used) to actors

See GameplayAbility_Montage for an example of a non-instanced ability -Plays a montage and applies a GameplayEffect to its target while the montage is playing. -When finished, removes GameplayEffect.

on replication support: -Non instanced abilities have limited replication support. -Cannot have state (obviously) so no replicated properties -RPCs on the ability class are not possible either. To support state or event replication, an ability must be instanced. This can be done with the InstancingPolicy property.Notification delegate definition for when the gameplay ability ends