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FGameplayCueNotify_SpawnCondition
Conditions used to determine if the gameplay cue notify should spawn.
| Name | FGameplayCueNotify_SpawnCondition |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h |
| Include Path | #include "GameplayCueNotifyTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayCueNotify_SpawnCondition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayCueNotify_SpawnCondition() |
GameplayCueNotifyTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllowedSurfaceMask | FGameplayCueNotify_SurfaceMask | GameplayCueNotifyTypes.h |
|
|
| AllowedSurfaceTypes | TArray< TEnumAsByte< EPhysicalSurface > > | The gameplay cue effects will only spawn if the surface type is in this list. | GameplayCueNotifyTypes.h |
|
| ChanceToPlay | float | Random chance to play the effects. (1.0 = always play, 0.0 = never play) | GameplayCueNotifyTypes.h |
|
| LocallyControlledPolicy | EGameplayCueNotify_LocallyControlledPolicy | Locally controlled policy used to determine if the gameplay cue effects should spawn. | GameplayCueNotifyTypes.h |
|
| LocallyControlledSource | EGameplayCueNotify_LocallyControlledSource | Source actor to use when determining if it is locally controlled. | GameplayCueNotifyTypes.h |
|
| RejectedSurfaceMask | FGameplayCueNotify_SurfaceMask | GameplayCueNotifyTypes.h |
|
|
| RejectedSurfaceTypes | TArray< TEnumAsByte< EPhysicalSurface > > | The gameplay cue effects will only spawn if the surface type is NOT in this list. | GameplayCueNotifyTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ShouldSpawn
(
const FGameplayCueNotify_SpawnContext& SpawnContext |
GameplayCueNotifyTypes.h |