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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Async > API/Plugins/GameplayAbilities/Abilities/Async/UAbilityAsync_Wa-
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
| Include | #include "Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Ability&124;Async",
Meta&61;&40;DefaultToSelf&61;"TargetActor", BlueprintInternalUseOnly&61;"TRUE"&41;&41;
static UAbilityAsync_WaitGameplayEffectApplied &42; WaitGameplayEffectAppliedToActor
&40;
AActor &42; TargetActor,
const FGameplayTargetDataFilterHandle SourceFilter,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
bool TriggerOnce,
bool ListenForPeriodicEffect
&41;
Remarks
Wait until a GameplayEffect is applied to a target actor If TriggerOnce is true, this action will only activate one time. Otherwise it will return every time a GE is applied that meets the requirements over the life of the ability If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitGameplayEffectApplied instead.