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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UGameplayTask
- UAbilityTask
- 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" |
Syntax
UCLASS ()
class UAbilityTask_WaitOverlap : public UAbilityTask
Remarks
Fixme: this is still incomplete and probablyh not what most games want for melee systems. -Only actually activates on Blocking hits -Uses first PrimitiveComponent instead of being able to specify arbitrary component.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FWaitOverlapDelegate | OnOverlap |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_WaitOverlap
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnHitCallback
(
UPrimitiveComponent* HitComp, |
||
| UAbilityTask_WaitOverlap * | WaitForOverlap
(
UGameplayAbility* OwningAbility |
Wait until an overlap occurs. |
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 |