Choose your operating system:
Windows
macOS
Linux
Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitAttributeChange.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitAttributeChange.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitAttributeChange.cpp |
UFUNCTION(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitAttributeChange * WaitForAttributeChangeWithComparison
(
UGameplayAbility * OwningAbility,
FGameplayAttribute InAttribute,
FGameplayTag InWithTag,
FGameplayTag InWithoutTag,
TEnumAsByte< EWaitAttributeChangeComparison::Type > InComparisonType,
float InComparisonValue,
bool TriggerOnce,
AActor * OptionalExternalOwner
)
Wait until an attribute changes to pass a given test.