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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks > API/Plugins/GameplayAbilities/Abilities/Tasks/UAbilityTask_StartAbilityState
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_StartAbilityState.h |
| Include | #include "Abilities/Tasks/AbilityTask_StartAbilityState.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_StartAbilityState.cpp |
UFUNCTION (BlueprintCallable,
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="true", HideSpawnParms="Instigator"),
Category="Ability|Tasks")
static UAbilityTask_StartAbilityState * StartAbilityState
(
UGameplayAbility * OwningAbility,
FName StateName,
bool bEndCurrentState
)
Remarks
Starts a new ability state.
Parameters
| Name | Description |
|---|---|
| StateName | The name of the state. |
| bEndCurrentState | If true, all other active ability states will be ended. |