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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Async
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintAsyncActionBase
- UCancellableAsyncAction
- UAbilityAsync
- UAbilityAsync_WaitAttributeChanged
- UAbilityAsync_WaitGameplayEffectApplied
- UAbilityAsync_WaitGameplayEvent
- UAbilityAsync_WaitGameplayTag
- UAbilityAsync_WaitGameplayTagAdded
- UAbilityAsync_WaitGameplayTagRemoved
- UAbilityAsync_WaitGameplayTagQuery
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync.h |
| Include | #include "Abilities/Async/AbilityAsync.h" |
Syntax
UCLASS&40;Abstract, Meta&61;&40;ExposedAsyncProxy&61;AsyncAction&41;&41;
class UAbilityAsync : public UCancellableAsyncAction
Remarks
AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | EndAction () |
Explicitly end the action, will disable any callbacks and allow action to be destroyed | |
| UAbilitySystemComponent * | Returns the ability system component this action is bound to | ||
| void | SetAbilityActor
(
AActor* InActor |
Sets the bound component by searching actor for one | |
| void | SetAbilitySystemComponent
(
UAbilitySystemComponent* InAbilitySystemComponent |
Sets the bound component |
Overridden from UCancellableAsyncAction
| Type | Name | Description | |
|---|---|---|---|
| void | Cancel () |
Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired | |
| bool | This should be called prior to broadcasting delegates back into the event graph, this ensures the action and ability system component are still valid |