UGameplayCueSet

A set of gameplay cue actors to handle gameplay cue events

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueSet.h"

Syntax

UCLASS()
class UGameplayCueSet : public UDataAsset

Remarks

A set of gameplay cue actors to handle gameplay cue events

Variables

Name Description

Public variable UProperty Category, EditAnywhere

TArray< FGamepl...

 

GameplayCueData

Public variable

TMap< FGameplay...

 

GameplayCueDataMap

Maps GameplayCue Tag to index into above GameplayCues array.

Constructors

Name Description

Public function

UGameplayCueSet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AddCues

(
    const TArray< FGameplayCueReference...
)

Adds a list of cues to the set

Public function Static

FGameplayTag

 

BaseGameplayCueTag()

Protected function Virtual

void

 

BuildAccelerationMap_Internal()

Public function

void

 

CopyCueDataToSetForEditorPreview

(
    FGameplayTag Tag,
    UGameplayCueSet* DestinationSe...
)

Public function Virtual

void

 

Empty()

Removes all cues from the set

Public function Virtual Const

void

 

GetFilenames

(
    TArray< FString >& Filenames
)

Returns filenames of everything we know about (loaded or not)

Public function Virtual Const

void

 

GetSoftObjectPaths

(
    TArray< FSoftObjectPath >& List
)

Extracts all soft object paths pointing to Cues

Public function Virtual

bool

 

HandleGameplayCue

(
    AActor* TargetActor,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Handles the cue event by spawning the cue actor. Returns true if the event was handled.

Protected function Virtual

bool

 

HandleGameplayCueNotify_Internal

(
    AActor* TargetActor,
    int32 DataIdx,
    EGameplayCueEvent::Type EventType,
    FGameplayCueParameters& Parameters
)

Public function Virtual Const

void

 

PrintCues()

Public function Virtual

void

 

RemoveCuesByStringRefs

(
    const TArray< FSoftObjectPath >& C...
)

Removes all cues from the set matching the supplied string refs

Public function Virtual

void

 

RemoveCuesByTags

(
    const FGameplayTagContainer& TagsT...
)

Removes all cues from the set matching any of the supplied tags

Public function Virtual

void

 

RemoveLoadedClass

(
    UClass* Class
)

Nulls reference to the loaded class.

Public function Virtual

void

 

UpdateCueByStringRefs

(
    const FSoftObjectPath& CueToRemove,
    FString NewPath
)

Updates an existing cue