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AGameplayCueNotify_BurstLatent
This is an instanced gameplay cue notify for effects that are one-offs. Since it is instanced, it can do latent things like time lines or delays.
| Name | AGameplayCueNotify_BurstLatent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_BurstLatent.h |
| Include Path | #include "GameplayCueNotify_BurstLatent.h" |
Syntax
UCLASS (Blueprintable, NotPlaceable, Category="GameplayCueNotify",
Meta=(ShowWorldContextPin, DisplayName="GCN Burst Latent", ShortTooltip="A one-off GameplayCueNotify that can use latent actions such as timelines."),
MinimalAPI)
class AGameplayCueNotify_BurstLatent : public AGameplayCueNotify_Actor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AGameplayCueNotify_Actor → AGameplayCueNotify_BurstLatent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AGameplayCueNotify_BurstLatent() |
GameplayCueNotify_BurstLatent.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnBurst
(
AActor* Target, |
GameplayCueNotify_BurstLatent.h |
|
|
virtual bool OnExecute_Implementation
(
AActor* Target, |
GameplayCueNotify_BurstLatent.h |
Overridden from AGameplayCueNotify_Actor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Recycle () |
Called when returning to the recycled pool. | GameplayCueNotify_BurstLatent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
GameplayCueNotify_BurstLatent.h |