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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
Include |
#include "GameplayCueManager.h" |
USTRUCT()
struct FGameplayCueObjectLibrary
An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded
Name | Description | ||
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UObjectLibrary ... |
ActorObjectLibrary |
Object library for actor based notifies |
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AsyncPriority |
Priority to use if async loading |
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bHasBeenInitialized |
True if this has been initialized with correct data |
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bShouldAsyncLoad |
Should we start async loading everything that we find (that passes ShouldLoad delegate check) |
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bShouldSyncLoad |
Should we sync load everything that we find (that passes ShouldLoad delegate check) |
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bShouldSyncScan |
Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there |
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CueSet |
Set to put the loaded asset data into. |
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OnLoaded |
Callback for when load finishes |
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Paths |
Paths to search for |
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ShouldLoad |
Callback for "should I add this FAssetData to the set" |
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UObjectLibrary ... |
StaticObjectLibrary |
Object library for object based notifies |
Name | Description | |
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FGameplayCueObjectLibrary() |