IGameplayCueInterface

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Inheritance Hierarchy

IGameplayCueInterface

AAbilitySystemTestPawn

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueInterface.h"

Syntax

class IGameplayCueInterface

Constructors

Name Description

Public function

IGameplayCueInterface()

Functions

Name Description

Public function UFunction Category, Meta, BlueprintImplementableEvent blueprintcosmetic

void

 

BlueprintCustomHandler

(
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Internal function to map ufunctions directly to gameplaycue tags

Public function Static

void

 

ClearTagToFunctionMap()

Clears internal cache of what classes implement which functions

Public function Static

void

 

DispatchBlueprintCustomHandler

(
    UObject* Object,
    UFunction* Func,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Calls the UFunction override for a specific gameplay cue

Public function Virtual UFunction BlueprintCallable, Category blueprintcosmetic

void

 

ForwardGameplayCueToParent()

Call from a Cue handler event to continue checking for additional, more generic handlers.

Public function Virtual

void

 

GameplayCueDefaultHandler

(
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Default native handler, called if no tag matches found

Public function Virtual Const

void

 

GetGameplayCueSets

(
    TArray< class UGameplayCueSet*...
)

Return the cue sets used by this object.

Public function Virtual

void

 

HandleGameplayCue

(
    UObject* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Handle a single gameplay cue

Public function Virtual

void

 

HandleGameplayCue

(
    AActor* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Handle a single gameplay cue

Public function Virtual

void

 

HandleGameplayCues

(
    UObject* Self,
    const FGameplayTagContainer& Gamep...,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Wrapper that handles multiple cues

Public function Virtual

void

 

HandleGameplayCues

(
    AActor* Self,
    const FGameplayTagContainer& Gamep...,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Wrapper that handles multiple cues

Public function Virtual

bool

 

ShouldAcceptGameplayCue

(
    UObject* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Returns true if the object can currently accept gameplay cues associated with the given tag.

Public function Virtual

bool

 

ShouldAcceptGameplayCue

(
    AActor* Self,
    FGameplayTag GameplayCueTag,
    EGameplayCueEvent::Type EventType,
    const FGameplayCueParameters& Para...
)

Returns true if the actor can currently accept gameplay cues associated with the given tag.