Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Fixme: this is still incomplete and probablyh not what most games want for melee systems. -Only actually activates on Blocking hits -Uses first PrimitiveComponent instead of being able to specify arbitrary component.
| Name | UAbilityTask_WaitOverlap |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitOverlap.h |
| Include Path | #include "Abilities/Tasks/AbilityTask_WaitOverlap.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityTask_WaitOverlap : public UAbilityTask
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTask → UAbilityTask → UAbilityTask_WaitOverlap
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilityTask_WaitOverlap
(
const FObjectInitializer& ObjectInitializer |
Abilities/Tasks/AbilityTask_WaitOverlap.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnOverlap | FWaitOverlapDelegate | Abilities/Tasks/AbilityTask_WaitOverlap.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnHitCallback
(
UPrimitiveComponent* HitComp, |
Abilities/Tasks/AbilityTask_WaitOverlap.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Tasks/AbilityTask_WaitOverlap.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityTask_WaitOverlap * WaitForOverlap
(
UGameplayAbility* OwningAbility |
Wait until an overlap occurs. | Abilities/Tasks/AbilityTask_WaitOverlap.h |
|