Navigation
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
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
| Include | #include "Abilities/Async/AbilityAsync_WaitAttributeChanged.h" |
Syntax
UCLASS&40;&41;
class UAbilityAsync_WaitAttributeChanged : public UAbilityAsync
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayAttribute | Attribute | ||
| FAsyncWaitAttributeChangedDelegate | Changed | ||
| FDelegateHandle | MyHandle | ||
| bool | OnlyTriggerOnce |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnAttributeChanged
(
const FOnAttributeChangeData& ChangeData |
||
| UAbilityAsync_WaitAttributeChanged * | WaitForAttributeChanged
(
AActor* TargetActor, |
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. |
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 | |
|---|---|---|---|
| FAsyncWaitAttributeChangedDelegate |