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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UGameplayCueManager
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
Include | #include "GameplayCueManager.h" |
Syntax
UCLASS&40;&41;
class UGameplayCueManager : public UDataAsset
Remarks
Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bAccelerationMapOutdated | |
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FGameplayCueObjectLibrary | EditorGameplayCueObjectLibrary | |
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bool | EditorObjectLibraryFullyInitialized | |
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FTimerHandle | EditorPeriodicUpdateHandle | |
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TSharedPtr< FStreamableHandle > | GameplayCueAssetHandle | Handle to maintain ownership of gameplay cue assets. |
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TArray< TSubclassOf< AGameplayCueNotify_Actor > > | GameplayCueClassesForPreallocation | Classes that we need to preallocate instances for |
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int32 | GameplayCueSendContextCount | Number of active gameplay cue send contexts, when it goes to 0 cues are flushed |
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TArray< TObjectPtr< UClass > > | LoadedGameplayCueNotifyClasses | Hardref to the gameplaycue notify classes we have async loaded |
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FSimpleMulticastDelegate | OnEditorObjectLibraryUpdated | |
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FSimpleMulticastDelegate | OnFlushPendingCues | Broadcasted when ::FlushPendingCues runs: useful for custom batching/gameplay cue handling |
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FOnGameplayCueNotifyChange | OnGameplayCueNotifyAddOrRemove | |
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FOnRouteGameplayCue | OnRouteGameplayCue | |
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TArray< FGameplayCuePendingExecute > | PendingExecuteCues | List of gameplay cue executes that haven't been processed yet |
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TArray< FPreallocationInfo > | PreallocationInfoList_Internal | |
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FGameplayCueObjectLibrary | RuntimeGameplayCueObjectLibrary | |
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FStreamableManager | StreamableManager | |
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FGameplayCueTranslationManager | TranslationManager |
Constructors
Type | Name | Description | |
---|---|---|---|
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UGameplayCueManager
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddGameplayCue_NonReplicated
(
AActor* Target, |
Convenience methods for invoking non-replicated gameplay cue events. |
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void | AddGameplayCueNotifyPath
(
const FString& InPath, |
Add a path to the GameplayCueNotifyPaths array. |
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void | BuildCuesToAddToGlobalSet
(
const TArray< FAssetData >& AssetDataList, |
|
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void | CheckForPreallocation
(
UClass* GCClass |
|
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void | CheckForTooManyRPCs
(
FName FuncName, |
The cue manager has a tendency to produce a lot of RPCs. |
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bool | DoesPendingCueExecuteMatch
(
FGameplayCuePendingExecute& PendingCue, |
Returns true if two pending cues match, can be overridden in game |
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void | DumpPreallocationStats
(
const FPreallocationInfo& PreallocationInfo, |
Prints what classes exceeded their preallocation sizes during runtime |
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void | ||
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void | EndGameplayCuesFor
(
AActor* TargetActor |
Force any instanced GameplayCueNotifies to stop |
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void | ExecuteGameplayCue_NonReplicated
(
AActor* Target, |
|
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AGameplayCueNotify_Actor * | FindExistingCueOnActor
(
const AActor& TargetActor, |
Given a TargetActor and a CueClass, find an existing instance of the CueNotify Actor that we can reuse |
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AGameplayCueNotify_Actor * | FindRecycledCue
(
const TSubclassOf< AGameplayCueNotify_Actor >& CueClass, |
Given a CueClass, find an already spawned (but currently unused) recycled instance that exists in FindInWorld so that we may reuse it. |
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int32 | ||
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void | Send out any pending cues | |
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TArray< FString > | ||
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UWorld * | ||
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UGameplayCueSet * | ||
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void | GetEditorObjectLibraryGameplayCueNotifyFilenames
(
TArray< FString >& Filenames |
Get filenames of all GC notifies we know about (loaded or not). Useful for cooking |
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TArray< UGameplayCueSet * > | Will return the Runtime cue set and the EditorCueSet, if the EditorCueSet is available. This is used mainly for handling asset created/deleted in the editor. | |
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AGameplayCueNotify_Actor * | GetInstancedCueActor
(
AActor* TargetActor, |
Returns the cached instance cue. Creates it if it doesn't exist. |
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FPreallocationInfo & | GetPreallocationInfo
(
const UWorld* World |
|
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UGameplayCueSet * | Loading GameplayCueNotifies from ObjectLibraries | |
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TArray< FString > | Returns list of valid gameplay cue paths. | |
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UWorld * | GetWorld () |
|
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void | HandleAssetAdded
(
UObject* Object |
Handles updating an object library when a new asset is created |
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void | HandleAssetDeleted
(
UObject* Object |
Handles cleaning up an object library if it matches the passed in object |
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void | HandleAssetRenamed
(
const FAssetData& Data, |
Warns if we move a GameplayCue notify out of the valid search paths |
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void | HandleGameplayCue
(
AActor* TargetActor, |
Handling GameplayCues at runtime: |
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void | HandleGameplayCues
(
AActor* TargetActor, |
Handling GameplayCues at runtime: |
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bool | HandleMissingGameplayCue
(
UGameplayCueSet* OwningSet, |
Handles what to do if a missing cue is requested. |
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void | Called from editor to soft load all gameplay cue notifies for the GameplayCueEditor | |
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void | Called to setup and initialize the runtime library. | |
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TSharedPtr< FStreamableHandle > | InitObjectLibrary
(
FGameplayCueObjectLibrary& Library |
Internal function to actually init the FGameplayCueObjectLibrary. |
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void | InvokeGameplayCueAddedAndWhileActive_FromSpec
(
UAbilitySystemComponent* OwningComponent, |
|
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void | InvokeGameplayCueExecuted
(
UAbilitySystemComponent* OwningComponent, |
Wrappers to handle replicating executed cues |
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void | InvokeGameplayCueExecuted_FromSpec
(
UAbilitySystemComponent* OwningComponent, |
Wrappers to handle replicating executed cues |
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void | InvokeGameplayCueExecuted_WithParams
(
UAbilitySystemComponent* OwningComponent, |
|
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bool | ||
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void | LoadNotifyForEditorPreview
(
FGameplayTag GameplayCueTag |
Looks in the EditorObjectLibrary for a notify for this tag, if it finds it, it loads it and puts it in the RuntimeObjectLibrary so that it can be previewed in the editor |
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void | Notify to say the actor is about to be destroyed and the GC manager needs to remove references to it. | |
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void | Notify that this actor is finished and should be destroyed or recycled | |
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void | OnCreated () |
Called when manager is first created |
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void | Called when engine has completely loaded, this is a good time to finalize things | |
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void | OnGameplayCueNotifyAsyncLoadComplete
(
TArray< FSoftObjectPath > StringRef |
|
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FOnRouteGameplayCue & | ||
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void | OnMissingCueAsyncLoadComplete
(
FSoftObjectPath LoadedObject, |
|
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void | OnPostWorldCleanup
(
UWorld* World, |
|
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void | OnPreReplayScrub
(
UWorld* World |
|
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void | ||
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void | ||
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bool | ProcessPendingCueExecute
(
FGameplayCuePendingExecute& PendingCue |
Process a pending cue, return false if the cue should be rejected. |
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void | Refreshes the existing, already initialized, object libraries. | |
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void | ReloadObjectLibrary
(
UWorld* World, |
This handles the case where GameplayCueNotifications have changed between sessions, which is possible in editor. |
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void | RemoveGameplayCue_NonReplicated
(
AActor* Target, |
|
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int32 | RemoveGameplayCueNotifyPath
(
const FString& InPath, |
Remove the given gameplay cue notify path from the GameplayCueNotifyPaths array. |
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void | Calling this will make the GC manager periodically refresh the EditorObjectLibrary until the asset registry is finished scanning | |
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void | ResetPreallocation
(
UWorld* World |
Resets preallocation for a given world |
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void | RouteGameplayCue
(
AActor* TargetActor, |
Actually routes the gameplaycue event to the right place. |
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bool | If true, this will asynchronously load missing gameplay cues, and execute cue when the load finishes | |
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bool | ||
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bool | ||
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bool | ShouldLoadGameplayCueAssetData
(
const FAssetData& Data |
Called before loading any gameplay cue notifies from object libraries. |
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bool | ShouldSuppressGameplayCues
(
AActor* TargetActor |
Returns true to ignore gameplay cues |
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bool | Debugging Help If true, this will synchronously load missing gameplay cues | |
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bool | ||
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bool | ||
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void | Start or stop a gameplay cue send context. | |
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void | TranslateGameplayCue
(
FGameplayTag& Tag, |
Allows Tag to be translated in place to a different Tag. See FGameplayCueTranslorManager |
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void | UpdatePreallocation
(
UWorld* World |
Prespawns a single actor for gameplaycue notify actor classes that need prespawning (should be called by outside gamecode, such as gamestate) |
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bool | VerifyNotifyAssetIsInValidPath
(
FString Path |
Classes
Type | Name | Description | |
---|---|---|---|
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FOnRouteGameplayCue |
Constants
Name | Description |
---|---|
CurrentWorld | Cached world we are currently handling cues for. |
PreviewComponent | Animation Preview Hacks |
PreviewProxyTick | |
PreviewWorld |