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Wait for targeting actor (spawned from parameter) to provide data. Can be set not to end upon outputting data. Can be ended by task name.
WARNING: These actors are spawned once per ability activation and in their default form are not very efficient For most games you will need to subclass and heavily modify this actor, or you will want to implement similar functions in a game-specific actor or blueprint to avoid actor spawn costs This task is not well tested by internal games, but it is a useful class to look at to learn how target replication occurs
| Name | UAbilityTask_WaitTargetData |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitTargetData.h |
| Include Path | #include "Abilities/Tasks/AbilityTask_WaitTargetData.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityTask_WaitTargetData : public UAbilityTask
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTask → UAbilityTask → UAbilityTask_WaitTargetData
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilityTask_WaitTargetData
(
const FObjectInitializer& ObjectInitializer |
Abilities/Tasks/AbilityTask_WaitTargetData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Cancelled | FWaitTargetDataDelegate | Abilities/Tasks/AbilityTask_WaitTargetData.h |
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| ValidData | FWaitTargetDataDelegate | Abilities/Tasks/AbilityTask_WaitTargetData.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool BeginSpawningActor
(
UGameplayAbility* OwningAbility, |
Abilities/Tasks/AbilityTask_WaitTargetData.h |
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virtual void FinishSpawningActor
(
UGameplayAbility* OwningAbility, |
Abilities/Tasks/AbilityTask_WaitTargetData.h |
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virtual void OnTargetDataCancelledCallback
(
const FGameplayAbilityTargetDataHandle& Data |
The TargetActor we spawned locally has called back with a cancel event (they still include the 'last/best' targetdata but the consumer of this may want to discard it) | Abilities/Tasks/AbilityTask_WaitTargetData.h | |
virtual void OnTargetDataReadyCallback
(
const FGameplayAbilityTargetDataHandle& Data |
The TargetActor we spawned locally has called back with valid target data | Abilities/Tasks/AbilityTask_WaitTargetData.h | |
virtual void OnTargetDataReplicatedCallback
(
const FGameplayAbilityTargetDataHandle& Data, |
Valid TargetData was replicated to use (we are server, was sent from client) | Abilities/Tasks/AbilityTask_WaitTargetData.h | |
virtual void OnTargetDataReplicatedCancelledCallback() |
Client canceled this Targeting Task (we are the server) | Abilities/Tasks/AbilityTask_WaitTargetData.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Tasks/AbilityTask_WaitTargetData.h | ||
virtual void ExternalCancel () |
Called when the ability is asked to cancel from an outside node. | Abilities/Tasks/AbilityTask_WaitTargetData.h | |
virtual void ExternalConfirm
(
bool bEndTask |
Called when the ability is asked to confirm from an outside node. | Abilities/Tasks/AbilityTask_WaitTargetData.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinalizeTargetActor
(
AGameplayAbilityTargetActor* SpawnedActor |
Abilities/Tasks/AbilityTask_WaitTargetData.h | ||
virtual void InitializeTargetActor
(
AGameplayAbilityTargetActor* SpawnedActor |
Abilities/Tasks/AbilityTask_WaitTargetData.h | ||
virtual void RegisterTargetDataCallbacks() |
Abilities/Tasks/AbilityTask_WaitTargetData.h | ||
virtual bool ShouldReplicateDataToServer() |
Abilities/Tasks/AbilityTask_WaitTargetData.h | ||
virtual bool ShouldSpawnTargetActor() |
Abilities/Tasks/AbilityTask_WaitTargetData.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnDestroy
(
bool AbilityEnded |
Abilities/Tasks/AbilityTask_WaitTargetData.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityTask_WaitTargetData * WaitTargetData
(
UGameplayAbility* OwningAbility, |
Spawns target actor and waits for it to return valid data or to be canceled. | Abilities/Tasks/AbilityTask_WaitTargetData.h |
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static UAbilityTask_WaitTargetData * WaitTargetDataUsingActor
(
UGameplayAbility* OwningAbility, |
Uses specified target actor and waits for it to return valid data or to be canceled. | Abilities/Tasks/AbilityTask_WaitTargetData.h |
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