Gameplay Cue

Gameplay Cue

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Actions

Add GameplayCue On Actor (Looping)

Invoke the added event for a gameplay cue on the target actor. This should be paired with a RemoveGameplayCueOnActor call.

  • If the actor has an ability system, the event will fire on authority only and will be replicated.

  • If the actor does not have an ability system, the event will only be fired locally.

Target is Gameplay Cue Function Library

Execute GameplayCue On Actor (Burst)

Invoke a one time "instant" execute event for a gameplay cue on the target actor.

  • If the actor has an ability system, the event will fire on authority only and will be replicated.

  • If the actor does not have an ability system, the event will only be fired locally.

Target is Gameplay Cue Function Library

Is Gameplay Cue Active

Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GamepalyCue is active (Animation Blueprint for example)

Target is Ability System Component

Make Gameplay Cue Parameters from Hit Result

Builds gameplay cue parameters using data from a hit result.

Target is Gameplay Cue Function Library

Remove GameplayCue On Actor (Looping)

Invoke the removed event for a gameplay cue on the target actor. This should be paired with an AddGameplayCueOnActor call.

  • If the actor has an ability system, the event will fire on authority only and will be replicated.

  • If the actor does not have an ability system, the event will only be fired locally.

Target is Gameplay Cue Function Library