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_WaitGameplayEvent
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
| Include | #include "Abilities/Async/AbilityAsync_WaitGameplayEvent.h" |
Syntax
UCLASS&40;&41;
class UAbilityAsync_WaitGameplayEvent : public UAbilityAsync
Variables
| Type | Name | Description | |
|---|---|---|---|
| FEventReceivedDelegate | EventReceived | ||
| FDelegateHandle | MyHandle | ||
| bool | OnlyMatchExact | ||
| bool | OnlyTriggerOnce | ||
| FGameplayTag | Tag |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GameplayEventCallback
(
const FGameplayEventData* Payload |
||
| void | GameplayEventContainerCallback
(
FGameplayTag MatchingTag, |
||
| UAbilityAsync_WaitGameplayEvent * | WaitGameplayEventToActor
(
AActor* TargetActor, |
Wait until the specified gameplay tag event is triggered on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags 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 | |
|---|---|---|---|
| FEventReceivedDelegate |