IGameplayTaskOwnerInterface

Windows
MacOS
Linux

Inheritance Hierarchy

IGameplayTaskOwnerInterface

AAIController

ADetourCrowdAIController

AGridPathAIController

UBTNode

UBTAuxiliaryNode

UBTDecorator

UBTDecorator_BlackboardBase

UBTDecorator_Blackboard

UBTDecorator_ConditionalLoop

UTestBTDecorator_Blackboard

UBTDecorator_IsAtLocation

UBTDecorator_IsBBEntryOfClass

UBTDecorator_BlueprintBase

UBTDecorator_CheckGameplayTagsOnActor

UBTDecorator_CompareBBEntries

UBTDecorator_ConeCheck

UBTDecorator_Cooldown

UBTDecorator_DoesPathExist

UBTDecorator_ForceSuccess

UBTDecorator_KeepInCone

UBTDecorator_Loop

UBTDecorator_ReachedMoveGoal

UBTDecorator_SetTagCooldown

UBTDecorator_TagCooldown

UBTDecorator_TimeLimit

UTestBTDecorator_CantExecute

UTestBTDecorator_DelayedAbort

UBTService

UBTService_BlackboardBase

UBTService_DefaultFocus

UBTService_RunEQS

UBTService_BlueprintBase

UTestBTService_Log

UBTCompositeNode

UBTComposite_Selector

UBTComposite_Sequence

UBTComposite_SimpleParallel

UBTTaskNode

UBTTask_BlackboardBase

UBTTask_MoveTo

UBTTask_MoveDirectlyToward

UBTTask_RotateToFaceBBEntry

UBTTask_RunEQSQuery

UBTTask_BlueprintBase

UBTTask_FinishWithResult

UBTTask_GameplayTaskBase

UBTTask_MakeNoise

UBTTask_PawnActionBase

UBTTask_PushPawnAction

UBTTask_PlayAnimation

UBTTask_PlaySound

UBTTask_RunBehavior

UBTTask_RunBehaviorDynamic

UBTTask_SetTagCooldown

UBTTask_Wait

UBTTask_WaitBlackboardTime

UTestBTTask_LatentWithFlags

UTestBTTask_Log

UTestBTTask_SetFlag

UTestBTTask_SetValue

UGameplayAbility

UGameplayAbility_CharacterJump

UGameplayAbility_Montage

UGameplayTask

UAbilityTask

UAbilityTask_ApplyRootMotion_Base

UAbilityTask_ApplyRootMotionConstantForce

UAbilityTask_ApplyRootMotionJumpForce

UAbilityTask_ApplyRootMotionMoveToActorForce

UAbilityTask_ApplyRootMotionMoveToForce

UAbilityTask_ApplyRootMotionRadialForce

UAbilityTask_MoveToLocation

UAbilityTask_NetworkSyncPoint

UAbilityTask_PlayMontageAndWait

UAbilityTask_Repeat

UAbilityTask_SpawnActor

UAbilityTask_StartAbilityState

UAbilityTask_VisualizeTargeting

UAbilityTask_WaitAbilityActivate

UAbilityTask_WaitAbilityCommit

UAbilityTask_WaitAttributeChange

UAbilityTask_WaitAttributeChangeRatioThreshold

UAbilityTask_WaitAttributeChangeThreshold

UAbilityTask_WaitCancel

UAbilityTask_WaitConfirm

UAbilityTask_WaitConfirmCancel

UAbilityTask_WaitDelay

UAbilityTask_WaitGameplayEffectApplied

UAbilityTask_WaitGameplayEffectApplied_Self

UAbilityTask_WaitGameplayEffectApplied_Target

UAbilityTask_WaitGameplayEffectBlockedImmunity

UAbilityTask_WaitGameplayEffectRemoved

UAbilityTask_WaitGameplayEffectStackChange

UAbilityTask_WaitGameplayEvent

UAbilityTask_WaitGameplayTag

UAbilityTask_WaitGameplayTagAdded

UAbilityTask_WaitGameplayTagRemoved

UAbilityTask_WaitInputPress

UAbilityTask_WaitInputRelease

UAbilityTask_WaitMovementModeChange

UAbilityTask_WaitOverlap

UAbilityTask_WaitTargetData

UAbilityTask_WaitVelocityChange

UAITask

UAITask_LockLogic

UAITask_MoveTo

UAITask_RunEQS

UGameplayTask_ClaimResource

UGameplayTask_SpawnActor

UGameplayTask_TimeLimitedExecution

UGameplayTask_WaitDelay

UMockTask_Log

UGameplayTasksComponent

UAbilitySystemComponent

UMockGameplayTasksComponent

UMockGameplayTaskOwner

References

Module

GameplayTasks

Header

/Engine/Source/Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h

Include

#include "GameplayTaskOwnerInterface.h"

Syntax

class IGameplayTaskOwnerInterface

Functions

Name Description

Public function Virtual Const

AActor *

 

GetGameplayTaskAvatar

(
    const UGameplayTask * Task
)

Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

Public function Virtual Const

uint8

 

GetGameplayTaskDefaultPriority()

Get default priority for running a task

Public function Virtual Const

AActor *

 

GetGameplayTaskOwner

(
    const UGameplayTask * Task
)

Get owner of a task or default one when task is null

Public function Virtual Const

UGameplayTas ...

 

GetGameplayTasksComponent

(
    const UGameplayTask & Task
)

Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

Public function Virtual

void

 

OnGameplayTaskActivated

(
    UGameplayTask & Task
)

Notify called after GameplayTask changes state to Active (initial activation or resuming)

Public function Virtual

void

 

OnGameplayTaskDeactivated

(
    UGameplayTask & Task
)

Notify called after GameplayTask changes state from Active (finishing or pausing)

Public function Virtual

void

 

OnGameplayTaskInitialized

(
    UGameplayTask & Task
)

Notify called after GameplayTask finishes initialization (not active yet)

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback