Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
| Name | UAbilityAsync_WaitGameplayEvent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
| Include Path | #include "Abilities/Async/AbilityAsync_WaitGameplayEvent.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityAsync_WaitGameplayEvent : public UAbilityAsync
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UCancellableAsyncAction → UAbilityAsync → UAbilityAsync_WaitGameplayEvent
Classes
| Name | Remarks |
|---|---|
| FEventReceivedDelegate |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EventReceived | FEventReceivedDelegate | Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
|
Functions
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GameplayEventCallback
(
const FGameplayEventData* Payload |
Abilities/Async/AbilityAsync_WaitGameplayEvent.h | ||
virtual void GameplayEventContainerCallback
(
FGameplayTag MatchingTag, |
Abilities/Async/AbilityAsync_WaitGameplayEvent.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_WaitGameplayEvent.h |
Overridden from UBlueprintAsyncActionBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityAsync_WaitGameplayEvent * WaitGameplayEventToActor
(
AActor* TargetActor, |
Wait until the specified gameplay tag event is triggered on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags If used in an ability graph, this async action will wait even after activation ends. | Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
|