UGameplayAbility::K2_CanActivateAbility

CanActivate Returns true if this ability can be activated right now. Has no side effects

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References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/GameplayAbility.h"

Syntax

UFUNCTION(BlueprintImplementableEvent, Category=Ability, DisplayName="CanActivateAbility",
          Meta=(ScriptName="CanActivateAbility"))
bool K2_CanActivateAbility
(
    FGameplayAbilityActorInfo ActorInfo,
    const FGameplayAbilitySpecHandle Handle,
    FGameplayTagContainer & RelevantTags
) const

Remarks

CanActivate

Returns true if this ability can be activated right now. Has no side effects