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Holds tracking data for gameplay tag change event wrappers that have been bound.
| Name | FGameplayTagChangedEventWrapperSpec |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
| Include Path | #include "AbilitySystemBlueprintLibrary.h" |
Syntax
struct FGameplayTagChangedEventWrapperSpec
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayTagChangedEventWrapperSpec
(
UAbilitySystemComponent* AbilitySystemComponent, |
AbilitySystemBlueprintLibrary.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FGameplayTagChangedEventWrapperSpec() |
AbilitySystemBlueprintLibrary.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilitySystemComponentWk | TWeakObjectPtr< UAbilitySystemComponent > | The AbilitySystemComponent this spec is bound to. | AbilitySystemBlueprintLibrary.h | |
| DelegateBindings | TMap< FGameplayTag, FDelegateHandle > | Map of the respective gameplay tags to the delegate handle the ASC gave us to use for unbinding later. | AbilitySystemBlueprintLibrary.h | |
| GameplayTagChangedEventWrapperDelegate | FOnGameplayTagChangedEventWrapperSignature | The event wrapper delegate cached off, to be executed when the gameplaytag(s) we care about are changed. | AbilitySystemBlueprintLibrary.h | |
| TagListeningPolicy | EGameplayTagEventType::Type | Specifies what kinds of gameplay tag changes we will execute for. | AbilitySystemBlueprintLibrary.h |