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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilityTask_WaitGameplayEffectA-_2
Description
Wait until the owner (or External Owner) applies a GameplayEffect to a Target (the target may be the owner too!). This version uses FGameplayTagQuery (more power) instead of FGameplayTagRequirements (faster).
| Name | WaitGameplayEffectAppliedToTarget_Query |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.h |
| Include Path | #include "Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Target.cpp |
UFUNCTION (BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_WaitGameplayEffectApplied_Target * WaitGameplayEffectAppliedToTarget_Query
(
UGameplayAbility * OwningAbility,
const FGameplayTargetDataFilterHandle SourceFilter,
FGameplayTagQuery SourceTagQuery,
FGameplayTagQuery TargetTagQuery,
FGameplayTagQuery AssetTagQuery,
FGameplayTagQuery GrantedTagQuery,
bool TriggerOnce,
AActor * OptionalExternalOwner,
bool ListenForPeriodicEffect
)
Parameters
| Name | Remarks |
|---|---|
| OwningAbility | The ability that executes this task |
| SourceFilter | Actor filter for the source actor applying this effect that must be passed to trigger this task |
| SourceTagQuery | Gameplay tag requirements for the source actor applying this effect |
| TargetTagQuery | Gameplay tag requirements for the target actor receiving this effect |
| AssetTagQuery | Requirements for the asset tags of the applied effect: 'Tags this Effect Has' on the GameplayEffect class |
| GrantedTagQuery | Requirements for the tags granted by the applied effect: 'Grant Tags to Target Actor' on the GameplayEffect class |
| TriggerOnce | If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability. |
| OptionalExternalOwner | Can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty. |
| ListenForPeriodicEffects | Whether to also fire on periodic ticks of the applied effect |