UGameplayCueTranslator

This is the base class for GameplayCue Translators.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueTranslator.h"

Syntax

UCLASS(Abstract)
class UGameplayCueTranslator : public UObject

Remarks

This is the base class for GameplayCue Translators. This is what games must extend from in order to add their own rules. These are not instantiated, and are basically just a holder for virtual functions that are called on the CDO.

There are two main things this class provides:

A set of translation rules. E.g., "I translate GameplayCue.A.B.C into GameplayCue.X.B.C", or rather "I translate A into X". (GetTranslationNameSpawns)

A runtime function to actually do the translation, based on the actors and parameters involved in the gameplay cue event. (GameplayCueToTranslationIndex)

Functions

Name Description

Public function Virtual Const

int32

 

GameplayCueToTranslationIndex

(
    const FName& TagName,
    AActor* TargetActor,
    const FGameplayCueParameters& Para...
)

Runtime function to mapping Tag/Actor/Parameters to a translation index. The returned index here maps to the array was modified in ::GetTranslationNameSpawns

Public function Virtual Const

int32

 

GetPriority()

Sorting priority. Higher number = first chance to translate a tag.

Public function Virtual Const

void

 

GetTranslationNameSpawns

Return (via out param) list of tag swaps you will do. This should be deterministic/order matters for later!

Public function Virtual Const

bool

 

IsEnabled()

Whether this translator class should be enabled. Useful for disabling WIP translators.

Public function Virtual Const

bool

 

ShouldShowInTopLevelFilterList()

Whether this translator should be shown in the top level view of the filter tree in the gameplaycue editor. If false, we will only add this as children of top level translators.