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| Name | UAbilityAsync_WaitAttributeChanged |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
| Include Path | #include "Abilities/Async/AbilityAsync_WaitAttributeChanged.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityAsync_WaitAttributeChanged : public UAbilityAsync
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UCancellableAsyncAction → UAbilityAsync → UAbilityAsync_WaitAttributeChanged
Classes
| Name | Remarks |
|---|---|
| FAsyncWaitAttributeChangedDelegate |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Changed | FAsyncWaitAttributeChangedDelegate | Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
|
Functions
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnAttributeChanged
(
const FOnAttributeChangeData& ChangeData |
Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
Overridden from UAbilityAsync
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EndAction() |
Explicitly end the action, will disable any callbacks and allow action to be destroyed | Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
Overridden from UBlueprintAsyncActionBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityAsync_WaitAttributeChanged * WaitForAttributeChanged
(
AActor* TargetActor, |
Wait until the specified gameplay attribute is changed on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If used in an ability graph, this async action will wait even after activation ends. | Abilities/Async/AbilityAsync_WaitAttributeChanged.h |
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