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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilityAsync_WaitGameplayEvent
Description
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. It's recommended to use WaitGameplayEvent instead.
| Name | WaitGameplayEventToActor |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEvent.h |
| Include Path | #include "Abilities/Async/AbilityAsync_WaitGameplayEvent.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Async/AbilityAsync_WaitGameplayEvent.cpp |
UFUNCTION (BlueprintCallable, Category="Ability|Async",
Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE"))
static UAbilityAsync_WaitGameplayEvent * WaitGameplayEventToActor
(
AActor * TargetActor,
FGameplayTag EventTag,
bool OnlyTriggerOnce,
bool OnlyMatchExact
)