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An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary.
| Name | AGameplayCueNotify_Actor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Actor.h |
| Include Path | #include "GameplayCueNotify_Actor.h" |
Syntax
UCLASS (Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication), MinimalAPI)
class AGameplayCueNotify_Actor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AGameplayCueNotify_Actor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AGameplayCueNotify_Actor
(
const FObjectInitializer& ObjectInitializer |
GameplayCueNotify_Actor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoDestroyDelay | float | If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed. | GameplayCueNotify_Actor.h |
|
| bAllowMultipleOnActiveEvents | bool | Does this cue trigger its On Burst event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing. | GameplayCueNotify_Actor.h |
|
| bAllowMultipleWhileActiveEvents | bool | Does this cue trigger its On Become Relevant event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing. | GameplayCueNotify_Actor.h |
|
| bAutoAttachToOwner | bool | If true, attach this GameplayCue Actor to the target actor while it is active. | GameplayCueNotify_Actor.h |
|
| bAutoDestroyOnRemove | bool | We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called). | GameplayCueNotify_Actor.h |
|
| bInRecycleQueue | bool | Set when the GC actor is in the recycle queue (E.g., not active in world. This is to prevent rentrancy in the recyle code since multiple paths can lead the GC actor there) | GameplayCueNotify_Actor.h | |
| bUniqueInstancePerInstigator | bool | Does this cue get a new instance for each instigator? For example if two instigators apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances. | GameplayCueNotify_Actor.h |
|
| bUniqueInstancePerSourceObject | bool | Does this cue get a new instance for each source object? For example if two source objects apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances. | GameplayCueNotify_Actor.h |
|
| CueInstigator | TWeakObjectPtr< AActor > | Keep track of the Instigator so we can decide if this GameplayCueNotify is one we're searching for. | GameplayCueNotify_Actor.h | |
| CueSourceObject | TWeakObjectPtr< const UObject > | Keep track of the SourceObject so we can decide if this GameplayCueNotify is one we're searching for. | GameplayCueNotify_Actor.h | |
| GameplayCueName | FName | Mirrors GameplayCueTag in order to be asset registry searchable | GameplayCueNotify_Actor.h |
|
| GameplayCueTag | FGameplayTag | Tag this notify is activated by | GameplayCueNotify_Actor.h |
|
| IsOverride | bool | Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue. | GameplayCueNotify_Actor.h |
|
| NotifyKey | PRAGMA_DISABLE_DEPRECATION_WARNINGS FGCNotifyActorKey | GameplayCueNotify_Actor.h | ||
| NumPreallocatedInstances | int32 | How many instances of the gameplay cue to preallocate | GameplayCueNotify_Actor.h |
|
| WarnIfLatentActionIsStillRunning | bool | Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way) | GameplayCueNotify_Actor.h |
|
| WarnIfTimelineIsStillRunning | bool | Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way) | GameplayCueNotify_Actor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GameplayCueFinishedCallback () |
Called when the GC is finished. | GameplayCueNotify_Actor.h | |
virtual bool GameplayCuePendingRemove() |
GameplayCueNotify_Actor.h | ||
virtual void HandleGameplayCue
(
AActor* MyTarget, |
GameplayCueNotify_Actor.h | ||
virtual bool HandlesEvent
(
EGameplayCueEvent::Type EventType |
Does this GameplayCueNotify handle this type of GameplayCueEvent? | GameplayCueNotify_Actor.h | |
virtual void K2_EndGameplayCue () |
Ends the gameplay cue: either destroying it or recycling it. | GameplayCueNotify_Actor.h |
|
void K2_HandleGameplayCue
(
AActor* MyTarget, |
Generic Event Graph event that will get called for every event type | GameplayCueNotify_Actor.h |
|
bool OnActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation | GameplayCueNotify_Actor.h |
|
bool OnExecute
(
AActor* MyTarget, |
Called when a GameplayCue is executed, this is used for instant effects or periodic ticks | GameplayCueNotify_Actor.h |
|
virtual void OnOwnerDestroyed
(
AActor* DestroyedActor |
GameplayCueNotify_Actor.h | ||
bool OnRemove
(
AActor* MyTarget, |
Called when a GameplayCue with duration is removed | GameplayCueNotify_Actor.h |
|
virtual bool Recycle () |
Called when returning to the recycled pool. | GameplayCueNotify_Actor.h | |
virtual void ReuseAfterRecycle () |
Called when we are about to reuse the GC. | GameplayCueNotify_Actor.h | |
bool WhileActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first seen as active, even if it wasn't actually just applied (Join in progress, etc) | GameplayCueNotify_Actor.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
GameplayCueNotify_Actor.h | ||
virtual void SetOwner
(
AActor* NewOwner |
GameplayCueNotify_Actor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameplayCueNotify_Actor.h | ||
virtual void PostInitProperties() |
GameplayCueNotify_Actor.h | ||
virtual void Serialize
(
FArchive& Ar |
GameplayCueNotify_Actor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearOwnerDestroyedDelegate() |
GameplayCueNotify_Actor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
GameplayCueNotify_Actor.h | ||
virtual void Destroyed() |
GameplayCueNotify_Actor.h | ||
virtual void K2_DestroyActor() |
GameplayCueNotify_Actor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
GameplayCueNotify_Actor.h |