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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h |
| Include | #include "GameplayCueNotifyTypes.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FGameplayCueNotify_BurstEffects
Remarks
FGameplayCueNotify_BurstEffects
Set of effects to spawn for a single event, used by all gameplay cue notify types.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayCueNotify_CameraLensEffectInfo | BurstCameraLensEffect | Camera lens effect to be played on gameplay cue execution. This should never use a looping effect! | |
| FGameplayCueNotify_CameraShakeInfo | BurstCameraShake | Camera shake to be played on gameplay cue execution. This should never use a looping effect! | |
| FGameplayCueNotify_DecalInfo | BurstDecal | Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly. | |
| FGameplayCueNotify_InputDevicePropertyInfo | BurstDevicePropertyEffect | Input device properties to be applied on gameplay cue execution. | |
| FGameplayCueNotify_ForceFeedbackInfo | BurstForceFeedback | Force feedback to be played on gameplay cue execution. This should never use a looping effect! | |
| TArray< FGameplayCueNotify_ParticleInfo > | BurstParticles | Particle systems to be spawned on gameplay cue execution. These should never use looping effects! | |
| TArray< FGameplayCueNotify_SoundInfo > | BurstSounds | Sound to be played on gameplay cue execution. These should never use looping effects! |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ExecuteEffects
(
const FGameplayCueNotify_SpawnContext& SpawnContext, |
||
| void | ValidateAssociatedAssets
(
const UObject* ContainingAsset, |