Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCue_Types.h |
| Include | #include "GameplayCue_Types.h" |
Syntax
USTRUCT&40;&41;
struct FGameplayCuePendingExecute
Remarks
Structure to keep track of pending gameplay cues that haven't been applied yet.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayCueParameters | CueParameters | Store the full cue parameters or just the effect context depending on type | |
| FGameplayEffectSpecForRPC | FromSpec | If this cue is from a spec, here's the copy of that spec | |
| TArray< FGameplayTag, TInlineAllocator< 1 > > | GameplayCueTags | List of tags, we allocate one as there is almost always exactly one tag | |
| TObjectPtr< UAbilitySystemComponent > | OwningComponent | What component to send the cue on | |
| EGameplayCuePayloadType | PayloadType | What type of payload is attached to this cue | |
| FPredictionKey | PredictionKey | Prediction key that spawned this cue |
Constructors
| Type | Name | Description | |
|---|---|---|---|