UAbilityTask_WaitOverlap

Fixme: this is still incomplete and probablyh not what most games want for melee systems.

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitOverlap.h

Include

#include "Abilities/Tasks/AbilityTask_WaitOverlap.h"

Syntax

UCLASS()
class UAbilityTask_WaitOverlap : public UAbilityTask

Remarks

Fixme: this is still incomplete and probablyh not what most games want for melee systems. -Only actually activates on Blocking hits -Uses first PrimitiveComponent instead of being able to specify arbitrary component.

Variables

Name Description

Public variable UProperty BlueprintAssignable

FWaitOverlapDel...

 

OnOverlap

Constructors

Name Description

Public function

UAbilityTask_WaitOverlap

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction

void

 

OnHitCallback

(
    UPrimitiveComponent* HitComp,
    AActor* OtherActor,
    UPrimitiveComponent* OtherComp,
    FVector NormalImpulse,
    const FHitResult& Hit
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask...

 

WaitForOverlap

(
    UGameplayAbility* OwningAbilit...
)

Wait until an overlap occurs.

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

Activate()

Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it