UGameplayCueNotify_Burst

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

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueNotify_Burst.h"

Syntax

UCLASS(Blueprintable, Category="GameplayCueNotify",
       Meta=(ShowWorldContextPin, DisplayName="GCN Burst", ShortTooltip="A one-off GameplayCueNotify that is never spawned into the world."))
class UGameplayCueNotify_Burst : public UGameplayCueNotify_Static

Remarks

UGameplayCueNotify_Burst

This is a non-instanced gameplay cue notify for effects that are one-offs. Since it is not instanced, it cannot do latent actions such as delays and time lines.

Variables

Name Description

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

BurstEffects

List of effects to spawn on burst.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

DefaultPlacementInfo

Default placement rules. Applies for all spawns unless overridden.

Protected variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FGameplayCueNot...

 

DefaultSpawnCondition

Default condition to check before spawning anything. Applies for all spawns unless overridden.

Constructors

Name Description

Public function

UGameplayCueNotify_Burst()

Functions

Name Description

Protected function Const UFunction BlueprintImplementableEvent

void

 

OnBurst

(
    AActor* Target,
    const FGameplayCueParameters& Para...,
    const FGameplayCueNotify_SpawnResul...
)

Protected function Virtual Const

bool

 

OnExecute_Implementation

(
    AActor* Target,
    const FGameplayCueParameters& Para...
)

Overridden from UObject

Name Description

Protected function Virtual

EDataValidat...

 

IsDataValid

(
    TArray< FText >& ValidationErrors
)