Navigation
API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks > API/Plugins/GameplayAbilities/Abilities/Tasks/UAbilityTask_WaitOverlap
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitOverlap.h |
| Include | #include "Abilities/Tasks/AbilityTask_WaitOverlap.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitOverlap.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Ability&124;Tasks",
Meta&61;&40;HidePin&61;"OwningAbility", DefaultToSelf&61;"OwningAbility", BlueprintInternalUseOnly&61;"TRUE"&41;&41;
static UAbilityTask_WaitOverlap &42; WaitForOverlap
&40;
UGameplayAbility &42; OwningAbility
&41;
Remarks
Wait until an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements
Need: -Easy way to specify which primitive components should be used for this overlap test -Easy way to specify which types of actors/collision overlaps that we care about/want to block on