UAbilityTask_WaitAbilityActivate

Waits for the actor to activate another ability

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/Tasks/AbilityTask_WaitAbilityActivate.h"

Syntax

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

Remarks

Waits for the actor to activate another ability

Variables

Name Description

Public variable

bool

 

IncludeTriggeredAbilities

Protected variable

FDelegateHandle

 

OnAbilityActivateDelegateHandle

Public variable UProperty BlueprintAssignable

FWaitAbilityAct ...

 

OnActivate

Public variable

FGameplayTagQue ...

 

Query

Public variable

FGameplayTagReq ...

 

TagRequirements

Public variable

bool

 

TriggerOnce

Public variable

FGameplayTag

 

WithoutTag

Public variable

FGameplayTag

 

WithTag

Constructors

Name Description

Public function

UAbilityTask_WaitAbilityActivate

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function UFunction

void

 

OnAbilityActivate

(
    UGameplayAbility * ActivatedAbi...
)

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask ...

 

WaitForAbilityActivate

(
    UGameplayAbility * OwningAbilit...,
    FGameplayTag WithTag,
    FGameplayTag WithoutTag,
    bool IncludeTriggeredAbilities,
    bool TriggerOnce
)

Wait until a new ability (of the same or different type) is activated.

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask ...

 

WaitForAbilityActivate_Query

(
    UGameplayAbility * OwningAbilit...,
    FGameplayTagQuery Query,
    bool IncludeTriggeredAbilities,
    bool TriggerOnce
)

Wait until a new ability (of the same or different type) is activated.

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask ...

 

WaitForAbilityActivateWithTagRequirements

(
    UGameplayAbility * OwningAbilit...,
    FGameplayTagRequirements TagRequire...,
    bool IncludeTriggeredAbilities,
    bool TriggerOnce
)

Wait until a new ability (of the same or different type) is activated.

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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