UGameplayAbility_Montage

A gameplay ability that plays a single montage and applies a GameplayEffect

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility_Montage.h

Include

#include "Abilities/GameplayAbility_Montage.h"

Syntax

UCLASS()
class UGameplayAbility_Montage : public UGameplayAbility

Remarks

A gameplay ability that plays a single montage and applies a GameplayEffect

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly

TArray< TSubcla...

 

GameplayEffectClassesWhileAnimating

GameplayEffects to apply and then remove while the animation is playing

Public variable UProperty Category visibledefaultsonly

TArray< const U...

 

GameplayEffectsWhileAnimating

  1. Use GameplayEffectClassesWhileAnimating instead.

Public variable UProperty Category, EditDefaultsOnly

UAnimMontage &#...

 

MontageToPlay

Public variable UProperty Category, EditDefaultsOnly

float

 

PlayRate

Public variable UProperty Category, EditDefaultsOnly

FName

 

SectionName

Constructors

Name Description

Public function

UGameplayAbility_Montage

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

void

 

GetGameplayEffectsWhileAnimating

(
    TArray< const UGameplayEffect*...
)

Public function

void

 

OnMontageEnded

(
    UAnimMontage* Montage,
    bool bInterrupted,
    TWeakObjectPtr< UAbilitySystemCompo...,
    TArray< struct FActiveGameplayEffec...
)

Overridden from UGameplayAbility

Name Description

Public function Virtual

void

 

ActivateAbility

(
    const FGameplayAbilitySpecHandle Ha...,
    const FGameplayAbilityActorInfo...,
    const FGameplayAbilityActivationInf...,
    const FGameplayEventData* Trig...
)

Actually activate ability, do not call this directly