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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
| Include | #include "GameplayCueManager.h" |
Syntax
USTRUCT&40;&41;
struct FGameplayCueObjectLibrary
Remarks
An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UObjectLibrary > | ActorObjectLibrary | Object library for actor based notifies | |
| TAsyncLoadPriority | AsyncPriority | Priority to use if async loading | |
| bool | bHasBeenInitialized | True if this has been initialized with correct data | |
| bool | bShouldAsyncLoad | Should we start async loading everything that we find (that passes ShouldLoad delegate check) | |
| bool | bShouldSyncLoad | Should we sync load everything that we find (that passes ShouldLoad delegate check) | |
| bool | bShouldSyncScan | Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there | |
| TObjectPtr< UGameplayCueSet > | CueSet | Set to put the loaded asset data into. | |
| FOnGameplayCueNotifySetLoaded | OnLoaded | Callback for when load finishes | |
| TArray< FString > | Paths | Paths to search for | |
| FShouldLoadGCNotifyDelegate | ShouldLoad | Callback for "should I add this FAssetData to the set" | |
| TObjectPtr< UObjectLibrary > | StaticObjectLibrary | Object library for object based notifies |
Constructors
| Type | Name | Description | |
|---|---|---|---|