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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h |
Include |
#include "GameplayCueNotifyTypes.h" |
USTRUCT(BlueprintType)
struct FGameplayCueNotify_BurstEffects
FGameplayCueNotify_BurstEffects
Set of effects to spawn for a single event, used by all gameplay cue notify types.
Name | Description | ||
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BurstCameraAnim |
Camera animation to be played on gameplay cue execution. This should never use a looping effect! |
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BurstCameraLensEffect |
Camera lens effect to be played on gameplay cue execution. This should never use a looping effect! |
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BurstCameraShake |
Camera shake to be played on gameplay cue execution. This should never use a looping effect! |
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BurstDecal |
Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly. |
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BurstForceFeedback |
Force feedback to be played on gameplay cue execution. This should never use a looping effect! |
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BurstParticles |
Particle systems to be spawned on gameplay cue execution. These should never use looping effects! |
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BurstSounds |
Sound to be played on gameplay cue execution. These should never use looping effects! |
Name | Description | |
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FGameplayCueNotify_BurstEffects() |
Name | Description | ||
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ExecuteEffects ( |
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ValidateAssociatedAssets |