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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AGameplayCueNotify_Actor
- AGameplayCueNotify_BurstLatent
- AGameplayCueNotify_Looping
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Actor.h |
| Include | #include "GameplayCueNotify_Actor.h" |
Syntax
UCLASS&40;Blueprintable, Meta&61;&40;ShowWorldContextPin&41;, HideCategories&61;&40;Replication&41;&41;
class AGameplayCueNotify_Actor : public AActor
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AutoDestroyDelay | If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed. | |
| bool | bAllowMultipleOnActiveEvents | Does this cue trigger its OnActive 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. | |
| bool | bAllowMultipleWhileActiveEvents | Does this cue trigger its WhileActive 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. | |
| bool | bAutoAttachToOwner | If true, attach this GameplayCue Actor to the target actor while it is active. | |
| bool | bAutoDestroyOnRemove | We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called). | |
| bool | bHasHandledOnActiveEvent | ||
| bool | bHasHandledOnRemoveEvent | ||
| bool | bHasHandledWhileActiveEvent | ||
| bool | bInRecycleQueue | 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) | |
| bool | bUniqueInstancePerInstigator | 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. | |
| bool | bUniqueInstancePerSourceObject | 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. | |
| TWeakObjectPtr< AActor > | CueInstigator | Keep track of the Instigator so we can decide if this GameplayCueNotify is one we're searching for. | |
| TWeakObjectPtr< const UObject > | CueSourceObject | Keep track of the SourceObject so we can decide if this GameplayCueNotify is one we're searching for. | |
| FTimerHandle | FinishTimerHandle | ||
| FName | GameplayCueName | Mirrors GameplayCueTag in order to be asset registry searchable | |
| FGameplayTag | GameplayCueTag | Tag this notify is activated by | |
| bool | IsOverride | 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. | |
| int32 | NumPreallocatedInstances | How many instances of the gameplay cue to preallocate | |
| bool | WarnIfLatentActionIsStillRunning | Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way) | |
| bool | WarnIfTimelineIsStillRunning | Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AGameplayCueNotify_Actor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | Called when the GC is finished. | ||
| bool | |||
| void | HandleGameplayCue
(
AActor* MyTarget, |
||
| bool | HandlesEvent
(
EGameplayCueEvent::Type EventType |
Does this GameplayCueNotify handle this type of GameplayCueEvent? | |
| void | Ends the gameplay cue: either destroying it or recycling it. | ||
| void | K2_HandleGameplayCue
(
AActor* MyTarget, |
Generic Event Graph event that will get called for every event type | |
| bool | OnActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation | |
| bool | OnExecute
(
AActor* MyTarget, |
Called when a GameplayCue is executed, this is used for instant effects or periodic ticks | |
| void | OnOwnerDestroyed
(
AActor* DestroyedActor |
||
| bool | OnRemove
(
AActor* MyTarget, |
Called when a GameplayCue with duration is removed | |
| bool | Recycle () |
Called when returning to the recycled pool. | |
| void | Called when we are about to reuse the GC. | ||
| 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) |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| void | Destroy the actor | ||
| void | Set the owner of this Actor, used primarily for network replication. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| PRAGMA_DISABLE_DEPRECATION_WARNINGS FGCNotifyActorKey | NotifyKey | NotifyKey is deprecated and unused. See comments in FGCNotifyActorKey |