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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilitySystemBlueprintLibrary
Description
Binds to changes in the given TagContainer on the given ASC's owned tags. Cache off the returned handle and call one of the 'Unbind'...'EventWrapper' fns and pass in the handle when you are finished with the binding.
| Name | BindEventWrapperToAnyOfGameplayTagContainerChanged |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
| Include Path | #include "AbilitySystemBlueprintLibrary.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemBlueprintLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Gameplay Tags",
Meta=(AdvancedDisplay="bExecuteImmediatelyIfTagApplied, TagListeningPolicy"))
static FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToAnyOfGameplayTagContainerChanged
(
UAbilitySystemComponent * AbilitySystemComponent,
const FGameplayTagContainer TagContainer,
FOnGameplayTagChangedEventWrapperSignature GameplayTagChangedEventWrapperDelegate,
bool bExecuteImmediatelyIfTagApplied,
EGameplayTagEventType::Type TagListeningPolicy
)
FGameplayTagChangedEventWrapperSpecHandle Handle by which this binding request can be unbound.
Parameters
| Name | Remarks |
|---|---|
| TagContainer | FGameplayTagContainer of tags to listen for changes on |
| BindingObject | UObject owning the Event (usually self) |
| GameplayTagChangedEventWrapperDelegate | Tag Changed Event to trigger |
| bExecuteImmediatelyIfTagApplied | If true, the bound event will immediately execute if we already have the tag. |
| TagListeningPolicy | Whether we are listening for any tag change or just applied/removed. |