UGameplayCueNotify_Static

A non instantiated [UObject](API\Runtime\CoreUObject\UObject\UObject) that acts as a handler for a GameplayCue.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_Static.h"

Syntax

UCLASS(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication))
class UGameplayCueNotify_Static : public UObject

Remarks

A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.

Variables

Name Description

Public variable UProperty assetregistrysearchable

FName

 

GameplayCueName

Mirrors GameplayCueTag in order to be asset registry searchable

Public variable UProperty Category, EditDefaultsOnly, Meta

FGameplayTag

 

GameplayCueTag

Tag this notify is activated by

Public variable UProperty Category, EditDefaultsOnly

bool

 

IsOverride

Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.

Constructors

Name Description

Public function

UGameplayCueNotify_Static

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

UWorld *

 

GetWorld()

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?

Public function Const UFunction Category, Meta, BlueprintImplementableEvent displayname

void

 

K2_HandleGameplayCue

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

Generic Event Graph event that will get called for every event type

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

bool

 

OnActive

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

bool

 

OnExecute

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function Virtual

void

 

OnOwnerDestroyed()

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

bool

 

OnRemove

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

bool

 

WhileActive

(
    AActor* MyTarget,
    const FGameplayCueParameters& Para...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.