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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- IGameplayCueInterface
- AAbilitySystemTestPawn
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h |
| Include | #include "GameplayCueInterface.h" |
Syntax
class IGameplayCueInterface
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BlueprintCustomHandler
(
EGameplayCueEvent::Type EventType, |
Internal function to map ufunctions directly to gameplaycue tags | |
| void | Clears internal cache of what classes implement which functions | ||
| void | DispatchBlueprintCustomHandler
(
UObject* Object, |
Calls the UFunction override for a specific gameplay cue | |
| void | Call from a Cue handler event to continue checking for additional, more generic handlers. | ||
| void | GameplayCueDefaultHandler
(
EGameplayCueEvent::Type EventType, |
Default native handler, called if no tag matches found | |
| void | GetGameplayCueSets
(
TArray< class UGameplayCueSet* >& OutSets |
Return the cue sets used by this object. | |
| void | HandleGameplayCue
(
UObject* Self, |
Handle a single gameplay cue | |
| void | HandleGameplayCue
(
AActor* Self, |
Handle a single gameplay cue | |
| void | HandleGameplayCues
(
UObject* Self, |
Wrapper that handles multiple cues | |
| void | HandleGameplayCues
(
AActor* Self, |
Wrapper that handles multiple cues | |
| bool | ShouldAcceptGameplayCue
(
UObject* Self, |
Returns true if the object can currently accept gameplay cues associated with the given tag. | |
| bool | ShouldAcceptGameplayCue
(
AActor* Self, |
Returns true if the actor can currently accept gameplay cues associated with the given tag. |