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Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEvent.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitGameplayEvent.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitGameplayEvent.cpp |
UFUNCTION(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitGameplayEvent * WaitGameplayEvent
(
UGameplayAbility * OwningAbility,
FGameplayTag EventTag,
AActor * OptionalExternalTarget,
bool OnlyTriggerOnce,
bool OnlyMatchExact
)
Wait until the specified gameplay tag event is triggered. By default this will look at the owner of this ability. OptionalExternalTarget can be set to make this look at another actor's tags for changes It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags