UAbilityTask

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask.h

Include

#include "Abilities/Tasks/AbilityTask.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class UAbilityTask : public UGameplayTask

Variables

Name Description

Public variable UProperty

UGameplayAbilit ...

 

Ability

GameplayAbility that created us

Public variable UProperty

UAbilitySystemC ...

 

AbilitySystemComponent

Public variable

uint8 : 1

 

bWasSuccessfullyDestroyed

Public variable

uint8

 

WaitStateBitMask

What we are waiting on

Constructors

Name Description

Public function

UAbilityTask

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Protected function

bool

 

CallOrAddReplicatedDelegate

(
    EAbilityGenericReplicatedEvent::Typ ...,
    FSimpleMulticastDelegate::FDelegate...
)

Helper method for registering client replicated callbacks

Public function

void

 

ClearWaitingOnAvatar()

Public function

void

 

ClearWaitingOnRemotePlayerData()

Public function Static

bool

 

DelayedFalse()

Public function Const

FGameplayAbi ...

 

GetAbilitySpecHandle()

Returns spec handle for owning ability

Public function Const

FPredictionK ...

 

GetActivationPredictionKey()

Returns ActivationPredictionKey of owning ability

Public function Const

bool

 

IsForRemoteClient()

Returns true if we are executing the ability on the server for a non locally controlled client

Public function Const

bool

 

IsLocallyControlled()

Returns true if we are executing the ability on the locally controlled client

Public function Const

bool

 

IsPredictingClient()

Returns true if the ability is a locally predicted ability running on a client.

Public function Static

T *

 

NewAbilityTask

(
    UGameplayAbility * ThisAbility,
    FName InstanceName
)

Helper function for instantiating and initializing a new task

Public function Static

T *

 

NewTask

(
    UObject * WorldContextObject,
    FName InstanceName
)

This function has been added to make sure AbilityTasks don't use this method

Public function

void

 

SetAbilitySystemComponent

(
    UAbilitySystemComponent * InAbi...
)

Public function

void

 

SetWaitingOnAvatar()

Same as RemotePlayerData but for ACharacter type of state (movement state, etc)

Public function

void

 

SetWaitingOnRemotePlayerData()

Called when the ability task is waiting on remote player data.

Public function Const

bool

 

ShouldBroadcastAbilityTaskDelegates()

This should be called prior to broadcasting delegates back into the ability graph.

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

InitSimulatedTask

(
    UGameplayTasksComponent & InGamepla...
)

Public function Virtual Const

bool

 

IsWaitingOnAvatar()

Public function Virtual Const

bool

 

IsWaitingOnRemotePlayerdata()

Public function Virtual

void

 

OnDestroy

(
    bool bInOwnerFinished
)

End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Constants

Name

Description

GlobalAbilityTaskCount

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