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Structure to keep track of pending gameplay cues that haven't been applied yet.
| Name | FGameplayCuePendingExecute |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCue_Types.h |
| Include Path | #include "GameplayCue_Types.h" |
Syntax
USTRUCT ()
struct FGameplayCuePendingExecute
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayCuePendingExecute() |
GameplayCue_Types.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CueParameters | FGameplayCueParameters | Store the full cue parameters or just the effect context depending on type | GameplayCue_Types.h | |
| FromSpec | FGameplayEffectSpecForRPC | If this cue is from a spec, here's the copy of that spec | GameplayCue_Types.h | |
| GameplayCueTags | TArray< FGameplayTag, TInlineAllocator< 1 > > | List of tags, we allocate one as there is almost always exactly one tag | GameplayCue_Types.h | |
| OwningComponent | TObjectPtr< UAbilitySystemComponent > | What component to send the cue on | GameplayCue_Types.h | |
| PayloadType | EGameplayCuePayloadType | What type of payload is attached to this cue | GameplayCue_Types.h | |
| PredictionKey | FPredictionKey | Prediction key that spawned this cue | GameplayCue_Types.h |