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