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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_WaitGameplayTagCountChanged
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayTagCountChanged.h |
| Include | #include "Abilities/Async/AbilityAsync_WaitGameplayTagCountChanged.h" |
Syntax
UCLASS ()
class UAbilityAsync_WaitGameplayTagCountChanged : public UAbilityAsync
Remarks
Copyright Epic Games, Inc. All Rights Reserved.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FDelegateHandle | GameplayTagCountChangedHandle | ||
| FGameplayTag | Tag | ||
| FAsyncWaitGameplayTagCountDelegate | TagCountChanged |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GameplayTagCallback
(
const FGameplayTag Tag, |
||
| UAbilityAsync_WaitGameplayTagCountChanged * | WaitGameplayTagCountChangedOnActor
(
AActor* TargetActor, |
Wait until the specified gameplay tag count changes on Target Actor's ability component If used in an ability graph, this async action will wait even after activation ends. |
Overridden from UAbilityAsync
| Type | Name | Description | |
|---|---|---|---|
| void | EndAction () |
Explicitly end the action, will disable any callbacks and allow action to be destroyed |
Overridden from UBlueprintAsyncActionBase
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Called to trigger the action once the delegates have been bound |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAsyncWaitGameplayTagCountDelegate |