FGameplayCueNotify_BurstEffects

[FGameplayCueNotify_BurstEffects](API\Plugins\GameplayAbilities\FGameplayCueNotify_BurstEffects)

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h

Include

#include "GameplayCueNotifyTypes.h"

Syntax

USTRUCT(BlueprintType)
struct FGameplayCueNotify_BurstEffects

Remarks

FGameplayCueNotify_BurstEffects

Set of effects to spawn for a single event, used by all gameplay cue notify types.

Variables

Name Description

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstCameraAnim

Camera animation to be played on gameplay cue execution. This should never use a looping effect!

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstCameraLensEffect

Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstCameraShake

Camera shake to be played on gameplay cue execution. This should never use a looping effect!

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

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.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstForceFeedback

Force feedback to be played on gameplay cue execution. This should never use a looping effect!

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FGamepl...

 

BurstParticles

Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

TArray< FGamepl...

 

BurstSounds

Sound to be played on gameplay cue execution. These should never use looping effects!

Constructors

Functions

Name Description

Public function Const

void

 

ExecuteEffects

Public function Const

void

 

ValidateAssociatedAssets

(
    UObject* ContainingAsset,
    const FString& Context,
    TArray< FText >& ValidationErrors
)