| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied.h |
Include |
#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityTask_WaitGameplayEffectApplied : public UAbilityTask
Name | Description | ||
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UAbilitySystemC ... |
ExternalOwner |
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FGameplayTarget ... |
Filter |
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ListenForPeriodicEffects |
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Locked |
If we are in the process of broadcasting and should not accept additional GE callbacks. |
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RegisteredCallback |
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FGameplayTagQue ... |
SourceTagQuery |
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FGameplayTagReq ... |
SourceTagRequirements |
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FGameplayTagQue ... |
TargetTagQuery |
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FGameplayTagReq ... |
TargetTagRequirements |
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TriggerOnce |
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UseExternalOwner |
Name | Description | |
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UAbilityTask_WaitGameplayEffectApplied ( |
Name | Description | ||
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BroadcastDelegate ( |
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UAbilitySyst ... |
GetASC() |
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OnApplyGameplayEffectCallback ( |
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RegisterDelegate() |
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RemoveDelegate() |
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SetExternalActor ( |
Name | Description | ||
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Activate() |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it |
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OnDestroy ( |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |