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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_SpawnResult
Remarks
FGameplayCueNotify_SpawnResult
Temporary structure used to track results of spawning components.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< UAudioComponent > > | AudioComponents | List of audio components spawned. There may be null pointers here as it matches the defined order. | |
| TArray< TScriptInterface< ICameraLensEffectInterface > > | CameraLensEffects | List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world. | |
| TArray< TObjectPtr< UCameraShakeBase > > | CameraShakes | List of camera shakes played. There will be one camera shake per local player controller if shake is played in world. | |
| TObjectPtr< UDecalComponent > | DecalComponent | Spawned decal component. This may be null. | |
| TObjectPtr< UForceFeedbackComponent > | ForceFeedbackComponent | Force feedback component that was spawned. This is only valid when force feedback is set to play in world. | |
| TObjectPtr< APlayerController > | ForceFeedbackTargetPC | Player controller used to play the force feedback effect. Used to stop the effect later. | |
| TArray< TObjectPtr< UFXSystemComponent > > | FxSystemComponents | List of FX components spawned. There may be null pointers here as it matches the defined order. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Reset () |