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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_WaitAttributeChang-
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
| Include | #include "Abilities/Async/AbilityAsync_WaitAttributeChanged.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Async/AbilityAsync_WaitAttributeChanged.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Ability&124;Tasks",
Meta&61;&40;DefaultToSelf&61;"TargetActor", BlueprintInternalUseOnly&61;"TRUE"&41;&41;
static UAbilityAsync_WaitAttributeChanged &42; WaitForAttributeChanged
&40;
AActor &42; TargetActor,
FGameplayAttribute Attribute,
bool OnlyTriggerOnce
&41;
Remarks
Wait until the specified gameplay attribute is changed on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitForAttributeChange instead.