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An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded
| Name | FGameplayCueObjectLibrary |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
| Include Path | #include "GameplayCueManager.h" |
Syntax
USTRUCT ()
struct FGameplayCueObjectLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayCueObjectLibrary() |
GameplayCueManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorObjectLibrary | TObjectPtr< UObjectLibrary > | Object library for actor based notifies | GameplayCueManager.h | |
| AsyncPriority | TAsyncLoadPriority | Priority to use if async loading | GameplayCueManager.h | |
| bHasBeenInitialized | bool | True if this has been initialized with correct data | GameplayCueManager.h | |
| bShouldAsyncLoad | bool | Should we start async loading everything that we find (that passes ShouldLoad delegate check) | GameplayCueManager.h | |
| bShouldSyncLoad | bool | Should we sync load everything that we find (that passes ShouldLoad delegate check) | GameplayCueManager.h | |
| bShouldSyncScan | bool | Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there | GameplayCueManager.h | |
| CueSet | TObjectPtr< UGameplayCueSet > | Set to put the loaded asset data into. | GameplayCueManager.h | |
| OnLoaded | FOnGameplayCueNotifySetLoaded | Callback for when load finishes | GameplayCueManager.h | |
| Paths | TArray< FString > | Paths to search for | GameplayCueManager.h | |
| ShouldLoad | FShouldLoadGCNotifyDelegate | Callback for "should I add this FAssetData to the set" | GameplayCueManager.h | |
| StaticObjectLibrary | TObjectPtr< UObjectLibrary > | Object library for object based notifies | GameplayCueManager.h |