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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AGameplayCueNotify_Actor
- AGameplayCueNotify_Looping
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Looping.h |
| Include | #include "GameplayCueNotify_Looping.h" |
Syntax
UCLASS&40;Blueprintable, NotPlaceable, Category&61;"GameplayCueNotify",
Meta&61;&40;ShowWorldContextPin, DisplayName&61;"GCN Looping", ShortTooltip&61;"A GameplayCueNotify that has a duration that is driven by the game."&41;&41;
class AGameplayCueNotify_Looping : public AGameplayCueNotify_Actor
Remarks
This is an instanced gameplay cue notify for continuous looping effects. The game is responsible for defining the start/stop by adding/removing the gameplay cue.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayCueNotify_BurstEffects | ApplicationEffects | List of effects to spawn on application. These should not be looping effects! | |
| FGameplayCueNotify_SpawnResult | ApplicationSpawnResults | Results of spawned application effects. | |
| bool | bLoopingEffectsRemoved | ||
| FGameplayCueNotify_PlacementInfo | DefaultPlacementInfo | Default placement rules. Applies for all spawns unless overridden. | |
| FGameplayCueNotify_SpawnCondition | DefaultSpawnCondition | Default condition to check before spawning anything. Applies for all spawns unless overridden. | |
| FGameplayCueNotify_LoopingEffects | LoopingEffects | List of effects to spawn on loop start. | |
| FGameplayCueNotify_SpawnResult | LoopingSpawnResults | Results of spawned looping effects. | |
| FGameplayCueNotify_BurstEffects | RecurringEffects | List of effects to spawn for a recurring gameplay effect (e.g. each time a DOT ticks). These should not be looping effects! | |
| FGameplayCueNotify_SpawnResult | RecurringSpawnResults | Results of spawned recurring effects. | |
| FGameplayCueNotify_BurstEffects | RemovalEffects | List of effects to spawn on removal. These should not be looping effects! | |
| FGameplayCueNotify_SpawnResult | RemovalSpawnResults | Results of spawned removal effects. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | OnActive_Implementation
(
AActor* Target, |
||
| void | OnApplication
(
AActor* Target, |
||
| bool | OnExecute_Implementation
(
AActor* Target, |
||
| void | OnLoopingStart
(
AActor* Target, |
||
| void | OnRecurring
(
AActor* Target, |
||
| void | OnRemoval
(
AActor* Target, |
||
| bool | OnRemove_Implementation
(
AActor* Target, |
||
| void | |||
| bool | WhileActive_Implementation
(
AActor* Target, |
Overridden from AGameplayCueNotify_Actor
| Type | Name | Description | |
|---|---|---|---|
| bool | Recycle () |
Called when returning to the recycled pool. |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. |