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API > API/Plugins > API/Plugins/GameplayAbilities
| Name | UAbilityTask |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask.h |
| Include Path | #include "Abilities/Tasks/AbilityTask.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UAbilityTask : public UGameplayTask
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTask → UAbilityTask
Implements Interfaces
Derived Classes
UAbilityTask derived class hierarchy
- UAbilityTask_ApplyRootMotion_Base
- UAbilityTask_GrantNearbyInteractionData
- UAbilityTask_MoveToLocation
- UAbilityTask_NetworkSyncPoint
- UAbilityTask_PerformTargeting
- UAbilityTask_PlayAnimAndWait
- UAbilityTask_PlayMontageAndWait
- UAbilityTask_Repeat
- UAbilityTask_SpawnActor
- UAbilityTask_StartAbilityState
- UAbilityTask_VisualizeTargeting
- UAbilityTask_WaitAbilityActivate
- UAbilityTask_WaitAbilityCommit
- UAbilityTask_WaitAttributeChange
- UAbilityTask_WaitAttributeChangeRatioThreshold
- UAbilityTask_WaitAttributeChangeThreshold
- UAbilityTask_WaitCancel
- UAbilityTask_WaitConfirm
- UAbilityTask_WaitConfirmCancel
- UAbilityTask_WaitDelay
- UAbilityTask_WaitGameplayEffectApplied
- UAbilityTask_WaitGameplayEffectBlockedImmunity
- UAbilityTask_WaitGameplayEffectRemoved
- UAbilityTask_WaitGameplayEffectStackChange
- UAbilityTask_WaitGameplayEvent
- UAbilityTask_WaitGameplayTag
- UAbilityTask_WaitGameplayTagCountChanged
- UAbilityTask_WaitGameplayTagQuery
- UAbilityTask_WaitInputPress
- UAbilityTask_WaitInputRelease
- UAbilityTask_WaitMovementModeChange
- UAbilityTask_WaitOverlap
- UAbilityTask_WaitTargetData
- UAbilityTask_WaitVelocityChange
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilityTask
(
const FObjectInitializer& ObjectInitializer |
Abilities/Tasks/AbilityTask.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Ability | TObjectPtr< UGameplayAbility > | GameplayAbility that created us | Abilities/Tasks/AbilityTask.h | |
| AbilitySystemComponent | TWeakObjectPtr< UAbilitySystemComponent > | Abilities/Tasks/AbilityTask.h | ||
| bWasSuccessfullyDestroyed | uint8 | Abilities/Tasks/AbilityTask.h | ||
| WaitStateBitMask | uint8 | What we are waiting on | Abilities/Tasks/AbilityTask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearWaitingOnAvatar() |
Abilities/Tasks/AbilityTask.h | ||
void ClearWaitingOnRemotePlayerData() |
Abilities/Tasks/AbilityTask.h | ||
FGameplayAbilitySpecHandle GetAbilitySpecHandle() |
Returns spec handle for owning ability | Abilities/Tasks/AbilityTask.h | |
FPredictionKey GetActivationPredictionKey() |
Returns ActivationPredictionKey of owning ability | Abilities/Tasks/AbilityTask.h | |
bool IsForRemoteClient() |
Returns true if we are executing the ability on the server for a non locally controlled client | Abilities/Tasks/AbilityTask.h | |
bool IsLocallyControlled() |
Returns true if we are executing the ability on the locally controlled client | Abilities/Tasks/AbilityTask.h | |
bool IsPredictingClient () |
Returns true if the ability is a locally predicted ability running on a client. | Abilities/Tasks/AbilityTask.h | |
void SetAbilitySystemComponent
(
UAbilitySystemComponent* InAbilitySystemComponent |
Abilities/Tasks/AbilityTask.h | ||
void SetWaitingOnAvatar() |
Same as RemotePlayerData but for ACharacter type of state (movement state, etc) | Abilities/Tasks/AbilityTask.h | |
void SetWaitingOnRemotePlayerData () |
Called when the ability task is waiting on remote player data. | Abilities/Tasks/AbilityTask.h | |
| This should be called prior to broadcasting delegates back into the ability graph. | Abilities/Tasks/AbilityTask.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitSimulatedTask
(
UGameplayTasksComponent& InGameplayTasksComponent |
Abilities/Tasks/AbilityTask.h | ||
virtual bool IsWaitingOnAvatar() |
Abilities/Tasks/AbilityTask.h | ||
virtual bool IsWaitingOnRemotePlayerdata() |
Abilities/Tasks/AbilityTask.h | ||
virtual void OnDestroy
(
bool bInOwnerFinished |
Abilities/Tasks/AbilityTask.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Abilities/Tasks/AbilityTask.h | ||
virtual void PreDestroyFromReplication () |
Clears potential dangling pointers. | Abilities/Tasks/AbilityTask.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CallOrAddReplicatedDelegate
(
EAbilityGenericReplicatedEvent::Type Event, |
Helper method for registering client replicated callbacks | Abilities/Tasks/AbilityTask.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DebugRecordAbilityTaskCreatedByAbility
(
const UObject* Ability |
Abilities/Tasks/AbilityTask.h | ||
static bool DelayedFalse() |
Abilities/Tasks/AbilityTask.h | ||
static T * NewAbilityTask
(
UGameplayAbility* ThisAbility, |
Helper function for instantiating and initializing a new task | Abilities/Tasks/AbilityTask.h | |
| This function has been added to make sure AbilityTasks don't use this method | Abilities/Tasks/AbilityTask.h |