UAbilityTask_WaitGameplayEffectApplied

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied.h"

Syntax

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

Variables

Name Description

Protected variable UProperty

UAbilitySystemC ...

 

ExternalOwner

Public variable

FGameplayTarget ...

 

Filter

Public variable

bool

 

ListenForPeriodicEffects

Protected variable

bool

 

Locked

If we are in the process of broadcasting and should not accept additional GE callbacks.

Protected variable

bool

 

RegisteredCallback

Public variable

FGameplayTagQue ...

 

SourceTagQuery

Public variable

FGameplayTagReq ...

 

SourceTagRequirements

Public variable

FGameplayTagQue ...

 

TargetTagQuery

Public variable

FGameplayTagReq ...

 

TargetTagRequirements

Public variable

bool

 

TriggerOnce

Protected variable

bool

 

UseExternalOwner

Constructors

Name Description

Public function

UAbilityTask_WaitGameplayEffectApplied

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Protected function Virtual

void

 

BroadcastDelegate

(
    AActor * Avatar,
    FGameplayEffectSpecHandle SpecHandl...,
    FActiveGameplayEffectHandle ActiveH...
)

Protected function

UAbilitySyst ...

 

GetASC()

Public function UFunction

void

 

OnApplyGameplayEffectCallback

(
    UAbilitySystemComponent * Targe...,
    const FGameplayEffectSpec & SpecApp...,
    FActiveGameplayEffectHandle ActiveH...
)

Protected function Virtual

void

 

RegisterDelegate()

Protected function Virtual

void

 

RemoveDelegate()

Public function

void

 

SetExternalActor

(
    AActor * InActor
)

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

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

Protected 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.

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