IGameplayTaskOwnerInterface

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Inheritance Hierarchy

IGameplayTaskOwnerInterface

AAIController

ADetourCrowdAIController

AGridPathAIController

UBTNode

UBTAuxiliaryNode

UBTDecorator

UBTDecorator_BlackboardBase

UBTDecorator_Blackboard

UBTDecorator_ConditionalLoop

UTestBTDecorator_Blackboard

UBTDecorator_IsAtLocation

UBTDecorator_IsBBEntryOfClass

UBTDecorator_BlueprintBase

UBTDecorator_CheckGameplayTagsOnActor

UBTDecorator_CompareBBEntries

UBTDecorator_ConeCheck

UBTDecorator_Cooldown

UBTDecorator_DoesPathExist

UBTDecorator_ForceSuccess

UBTDecorator_KeepInCone

UBTDecorator_Loop

UBTDecorator_ReachedMoveGoal

UBTDecorator_SetTagCooldown

UBTDecorator_TagCooldown

UBTDecorator_TimeLimit

UTestBTDecorator_CantExecute

UTestBTDecorator_DelayedAbort

UBTService

UBTService_BlackboardBase

UBTService_DefaultFocus

UBTService_RunEQS

UBTService_BlueprintBase

UTestBTService_Log

UBTCompositeNode

UBTComposite_Selector

UBTComposite_Sequence

UBTComposite_SimpleParallel

UBTTaskNode

UBTTask_BlackboardBase

UBTTask_MoveTo

UBTTask_MoveDirectlyToward

UBTTask_RotateToFaceBBEntry

UBTTask_RunEQSQuery

UBTTask_BlueprintBase

UBTTask_FindAndUseSmartObject

UBTTask_FinishWithResult

UBTTask_GameplayTaskBase

UBTTask_MakeNoise

UBTTask_PawnActionBase

UBTTask_PushPawnAction

UBTTask_PlayAnimation

UBTTask_PlaySound

UBTTask_RunBehavior

UBTTask_RunBehaviorDynamic

UBTTask_SetTagCooldown

UBTTask_StopGameplayBehavior

UBTTask_Wait

UBTTask_WaitBlackboardTime

UTestBTTask_LatentWithFlags

UTestBTTask_Log

UTestBTTask_SetFlag

UTestBTTask_SetValue

UGameplayAbility

UGameplayAbility_CharacterJump

UGameplayAbility_Montage

UGameplayBehavior

UGameplayBehavior_AnimationBased

UGameplayBehavior_BehaviorTree

UGameplayTask

UAbilityTask

UAbilityTask_ApplyRootMotion_Base

UAbilityTask_ApplyRootMotionConstantForce

UAbilityTask_ApplyRootMotionJumpForce

UAbilityTask_ApplyRootMotionMoveToActorForce

UAbilityTask_ApplyRootMotionMoveToForce

UAbilityTask_ApplyRootMotionRadialForce

UAbilityTask_MoveToLocation

UAbilityTask_NetworkSyncPoint

UAbilityTask_PlayMontageAndWait

UAbilityTask_Repeat

UAbilityTask_SpawnActor

UAbilityTask_StartAbilityState

UAbilityTask_VisualizeTargeting

UAbilityTask_WaitAbilityActivate

UAbilityTask_WaitAbilityCommit

UAbilityTask_WaitAttributeChange

UAbilityTask_WaitAttributeChangeRatioThreshold

UAbilityTask_WaitAttributeChangeThreshold

UAbilityTask_WaitCancel

UAbilityTask_WaitConfirm

UAbilityTask_WaitConfirmCancel

UAbilityTask_WaitDelay

UAbilityTask_WaitGameplayEffectApplied

UAbilityTask_WaitGameplayEffectApplied_Self

UAbilityTask_WaitGameplayEffectApplied_Target

UAbilityTask_WaitGameplayEffectBlockedImmunity

UAbilityTask_WaitGameplayEffectRemoved

UAbilityTask_WaitGameplayEffectStackChange

UAbilityTask_WaitGameplayEvent

UAbilityTask_WaitGameplayTag

UAbilityTask_WaitGameplayTagAdded

UAbilityTask_WaitGameplayTagRemoved

UAbilityTask_WaitInputPress

UAbilityTask_WaitInputRelease

UAbilityTask_WaitMovementModeChange

UAbilityTask_WaitOverlap

UAbilityTask_WaitTargetData

UAbilityTask_WaitVelocityChange

UAITask

UAITask_LockLogic

UAITask_MoveTo

UAITask_RunEQS

UAITask_UseSmartObject

UGameplayTask_ClaimResource

UGameplayTask_SpawnActor

UGameplayTask_TimeLimitedExecution

UGameplayTask_WaitDelay

UMockTask_Log

UGameplayTasksComponent

UAbilitySystemComponent

UMockGameplayTasksComponent

UMockGameplayTaskOwner

UStateTreeBrainComponent

References

Module

GameplayTasks

Header

/Engine/Source/Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h

Include

#include "GameplayTaskOwnerInterface.h"

Syntax

class IGameplayTaskOwnerInterface

Functions

Name Description

Public function Virtual Const

AActor *

 

GetGameplayTaskAvatar

(
    const UGameplayTask* Task
)

Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

Public function Virtual Const

uint8

 

GetGameplayTaskDefaultPriority()

Get default priority for running a task

Public function Virtual Const

AActor *

 

GetGameplayTaskOwner

(
    const UGameplayTask* Task
)

Get owner of a task or default one when task is null

Public function Virtual Const

UGameplayTas...

 

GetGameplayTasksComponent

(
    const UGameplayTask& Task
)

Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

Public function Virtual

void

 

OnGameplayTaskActivated

(
    UGameplayTask& Task
)

Notify called after GameplayTask changes state to Active (initial activation or resuming)

Public function Virtual

void

 

OnGameplayTaskDeactivated

(
    UGameplayTask& Task
)

Notify called after GameplayTask changes state from Active (finishing or pausing)

Public function Virtual

void

 

OnGameplayTaskInitialized

(
    UGameplayTask& Task
)

Notify called after GameplayTask finishes initialization (not active yet)