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This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects.
| Name | UAbilityAsync_WaitGameplayEffectApplied |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
| Include Path | #include "Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityAsync_WaitGameplayEffectApplied : public UAbilityAsync
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UCancellableAsyncAction → UAbilityAsync → UAbilityAsync_WaitGameplayEffectApplied
Classes
| Name | Remarks |
|---|---|
| FOnAppliedDelegate |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnApplied | FOnAppliedDelegate | Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
|
Functions
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetBroadcastingEffectStackString() |
Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h | ||
void OnApplyGameplayEffectCallback
(
UAbilitySystemComponent* Target, |
Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.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_WaitGameplayEffectApplied.h |
Overridden from UBlueprintAsyncActionBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityAsync_WaitGameplayEffectApplied * WaitGameplayEffectAppliedToActor
(
AActor* TargetActor, |
Wait until a GameplayEffect is applied to a target actor. | Abilities/Async/AbilityAsync_WaitGameplayEffectApplied.h |
|