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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayTask
- UAbilityTask
- UAbilityTask_WaitAbilityActivate
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitAbilityActivate.h |
| Include | #include "Abilities/Tasks/AbilityTask_WaitAbilityActivate.h" |
Syntax
UCLASS&40;&41;
class UAbilityTask_WaitAbilityActivate : public UAbilityTask
Remarks
Waits for the actor to activate another ability
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | IncludeTriggeredAbilities | ||
| FDelegateHandle | OnAbilityActivateDelegateHandle | ||
| FWaitAbilityActivateDelegate | OnActivate | ||
| FGameplayTagQuery | Query | ||
| FGameplayTagRequirements | TagRequirements | ||
| bool | TriggerOnce | ||
| FGameplayTag | WithoutTag | ||
| FGameplayTag | WithTag |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_WaitAbilityActivate
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnAbilityActivate
(
UGameplayAbility* ActivatedAbility |
||
| UAbilityTask_WaitAbilityActivate * | WaitForAbilityActivate
(
UGameplayAbility* OwningAbility, |
Wait until a new ability (of the same or different type) is activated. | |
| UAbilityTask_WaitAbilityActivate * | WaitForAbilityActivate_Query
(
UGameplayAbility* OwningAbility, |
Wait until a new ability (of the same or different type) is activated. | |
| UAbilityTask_WaitAbilityActivate * | WaitForAbilityActivateWithTagRequirements
(
UGameplayAbility* OwningAbility, |
Wait until a new ability (of the same or different type) is activated. |
Overridden from UGameplayTask
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it | |
| void | OnDestroy
(
bool bInOwnerFinished |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |