UGameplayCueNotify_HitImpact

Non instanced GameplayCueNotify for spawning particle and sound FX.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_HitImpact.h"

Syntax

UCLASS(Blueprintable,
       Meta=(DisplayName="GCN Hit Impact (Deprecated)", Category="GameplayCue", ShortTooltip="This class is deprecated. Use UFortGameplayCueNotify_Burst (GCN Burst) instead."))
class UGameplayCueNotify_HitImpact : public UGameplayCueNotify_Static

Remarks

Non instanced GameplayCueNotify for spawning particle and sound FX. Still WIP - needs to be fleshed out more.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

UParticleSystem...

 

ParticleSystem

Effects to play for weapon attacks against specific surfaces

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

USoundBase *...

 

Sound

Constructors

Name Description

Public function

UGameplayCueNotify_HitImpact

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UGameplayCueNotify_Static

Name Description

Public function Virtual

void

 

HandleGameplayCue

(
    AActor* MyTarget,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Public function Virtual Const

bool

 

HandlesEvent

(
    EGameplayCueEvent::Type EventType
)

Does this GameplayCueNotify handle this type of GameplayCueEvent?