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Module |
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Header |
/Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/GameplayBehavior.h |
Include |
#include "GameplayBehavior.h" |
UCLASS(Abstract, Blueprintable, BlueprintType)
class UGameplayBehavior :
public UObject,
public IGameplayTaskOwnerInterface
Name | Description | ||
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union UGameplay... |
@11308 |
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ActionTag |
Tag identifying behavior this class represents |
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uint32: 1 |
bFinishedCharacter |
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uint32: 1 |
bFinishedGeneric |
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uint32: 1 |
bFinishedPawn |
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uint32: 1 |
bTransientIsActive |
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uint32: 1 |
bTransientIsEnding |
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uint32: 1 |
bTransientIsTriggering |
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uint32: 1 |
bTriggerCharacter |
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uint32: 1 |
bTriggerGeneric |
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uint32: 1 |
bTriggerPawn |
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InstantiationPolicy |
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OnBehaviorFinished |
That it's not going to be called if the behavior finishes as part of Trigger call |
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RelevantActors |
It's up to the behavior implementation to decide how to use these actors. |
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AActor * |
TransientAvatar |
Used mostly as world context for IGameplayTaskOwnerInterface function. |
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TransientProps |
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AActor * |
TransientSmartObjectOwner |
SmartObject Actor Owner, can be null |
Name | Description | |
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UGameplayBehavior ( |
Name | Description | ||
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AbortBehavior ( |
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EndBehavior |
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AActor * |
GetAvatar() |
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GetDynamicLocation ( |
Can return (it's optional) a dynamic location to use this gameplay behavior |
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FOnGameplayB... |
GetOnBehaviorFinishedDelegate() |
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IsInstanced ( |
Returns true if this behavior instance is either a non-CDO object or is a CDO, but the class is intended to be used via its instances. |
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K2_AbortBehavior ( |
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K2_EndBehavior ( |
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K2_GetNextActorIndexInSequence ( |
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K2_OnFinished |
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K2_OnFinishedCharacter ( |
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K2_OnFinishedPawn |
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K2_OnTriggered ( |
BP API. |
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K2_OnTriggeredCharacter ( |
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K2_OnTriggeredPawn ( |
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K2_TriggerBehavior ( |
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NeedsInstance ( |
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SetRelevantActors |
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Trigger ( |
Default implementation will trigger the appropriate Blueprint event based on their presence in the script and in the following priority: |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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AActor * |
GetGameplayTaskAvatar ( |
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) |
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GetGameplayTaskDefaultPriority() |
Get default priority for running a task |
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AActor * |
GetGameplayTaskOwner ( |
Get owner of a task or default one when task is null |
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UGameplayTas... |
GetGameplayTasksComponent ( |
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! |
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OnGameplayTaskActivated ( |
Notify called after GameplayTask changes state to Active (initial activation or resuming) |
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OnGameplayTaskDeactivated ( |
Notify called after GameplayTask changes state from Active (finishing or pausing) |