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Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed
| Name | UGameplayCueManager |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
| Include Path | #include "GameplayCueManager.h" |
Syntax
UCLASS (MinimalAPI)
class UGameplayCueManager : public UDataAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataAsset → UGameplayCueManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayCueManager
(
const FObjectInitializer& ObjectInitializer |
GameplayCueManager.h |
Classes
| Name | Remarks |
|---|---|
| FOnRouteGameplayCue |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CurrentWorld | UWorld * | Cached world we are currently handling cues for. | GameplayCueManager.h |
| PreviewComponent | class USceneComponent * | Animation Preview Hacks | GameplayCueManager.h |
| PreviewProxyTick | FGameplayCueProxyTick | GameplayCueManager.h | |
| PreviewWorld | UWorld * | GameplayCueManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAccelerationMapOutdated | bool | GameplayCueManager.h | ||
| EditorObjectLibraryFullyInitialized | bool | GameplayCueManager.h | ||
| EditorPeriodicUpdateHandle | FTimerHandle | GameplayCueManager.h | ||
| OnEditorObjectLibraryUpdated | FSimpleMulticastDelegate | GameplayCueManager.h | ||
| OnFlushPendingCues | FSimpleMulticastDelegate | Broadcasted when FlushPendingCues runs: useful for custom batching/gameplay cue handling | GameplayCueManager.h | |
| OnGameplayCueNotifyAddOrRemove | FOnGameplayCueNotifyChange | GameplayCueManager.h | ||
| StreamableManager | FStreamableManager | GameplayCueManager.h | ||
| TranslationManager | FGameplayCueTranslationManager | GameplayCueManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddGameplayCueNotifyPath
(
const FString& InPath, |
Add a path to the GameplayCueNotifyPaths array. | GameplayCueManager.h | |
virtual bool DoesPendingCueExecuteMatch
(
FGameplayCuePendingExecute& PendingCue, |
Returns true if two pending cues match, can be overridden in game | GameplayCueManager.h | |
void DumpPreallocationStats
(
const FPreallocationInfo& PreallocationInfo, |
Prints what classes exceeded their preallocation sizes during runtime | GameplayCueManager.h | |
void EndGameplayCueSendContext() |
GameplayCueManager.h | ||
virtual void EndGameplayCuesFor
(
AActor* TargetActor |
Force any instanced GameplayCueNotifies to stop | GameplayCueManager.h | |
int32 FinishLoadingGameplayCueNotifies() |
GameplayCueManager.h | ||
virtual void FlushPendingCues() |
Send out any pending cues | GameplayCueManager.h | |
UGameplayCueSet * GetEditorCueSet() |
GameplayCueManager.h | ||
void GetEditorObjectLibraryGameplayCueNotifyFilenames
(
TArray< FString >& Filenames |
Get filenames of all GC notifies we know about (loaded or not). Useful for cooking | GameplayCueManager.h | |
TArray< UGameplayCueSet * > GetGlobalCueSets() |
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. | GameplayCueManager.h | |
virtual AGameplayCueNotify_Actor * GetInstancedCueActor
(
AActor* TargetActor, |
Returns the cached instance cue. Creates it if it doesn't exist. | GameplayCueManager.h | |
| Loading GameplayCueNotifies from ObjectLibraries | GameplayCueManager.h | ||
virtual UWorld * GetWorld() |
GameplayCueManager.h | ||
void HandleAssetAdded
(
UObject* Object |
Handles updating an object library when a new asset is created | GameplayCueManager.h | |
void HandleAssetDeleted
(
UObject* Object |
Handles cleaning up an object library if it matches the passed in object | GameplayCueManager.h | |
void HandleAssetRenamed
(
const FAssetData& Data, |
Warns if we move a GameplayCue notify out of the valid search paths | GameplayCueManager.h | |
virtual void HandleGameplayCue
(
AActor* TargetActor, |
GameplayCueManager.h | ||
virtual void HandleGameplayCues
(
AActor* TargetActor, |
Handling GameplayCues at runtime: | GameplayCueManager.h | |
virtual bool HandleMissingGameplayCue
(
UGameplayCueSet* OwningSet, |
Handles what to do if a missing cue is requested. | GameplayCueManager.h | |
void InitializeEditorObjectLibrary() |
Called from editor to soft load all gameplay cue notifies for the GameplayCueEditor | GameplayCueManager.h | |
void InitializeRuntimeObjectLibrary () |
Called to setup and initialize the runtime library. | GameplayCueManager.h | |
virtual void InvokeGameplayCueAddedAndWhileActive_FromSpec
(
UAbilitySystemComponent* OwningComponent, |
GameplayCueManager.h | ||
virtual void InvokeGameplayCueExecuted
(
UAbilitySystemComponent* OwningComponent, |
GameplayCueManager.h | ||
virtual void InvokeGameplayCueExecuted_FromSpec
(
UAbilitySystemComponent* OwningComponent, |
Wrappers to handle replicating executed cues | GameplayCueManager.h | |
virtual void InvokeGameplayCueExecuted_WithParams
(
UAbilitySystemComponent* OwningComponent, |
GameplayCueManager.h | ||
bool IsAsyncLoadingGameplayCueNotifyClass
(
const FSoftObjectPath& CueNotifyClass |
Whether a GameplayCueNotify class is currently loading (async load requested by this and streaming callback not received yet). | GameplayCueManager.h | |
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 | GameplayCueManager.h | |
virtual void NotifyGameplayCueActorEndPlay
(
AGameplayCueNotify_Actor* Actor |
Notify to say the actor is about to be destroyed and the GC manager needs to remove references to it. | GameplayCueManager.h | |
virtual void NotifyGameplayCueActorFinished
(
AGameplayCueNotify_Actor* Actor |
Notify that this actor is finished and should be destroyed or recycled | GameplayCueManager.h | |
virtual void OnCreated() |
Called when manager is first created | GameplayCueManager.h | |
virtual void OnEngineInitComplete() |
Called when engine has completely loaded, this is a good time to finalize things | GameplayCueManager.h | |
FOnRouteGameplayCue & OnGameplayCueRouted() |
GameplayCueManager.h | ||
void OnPostWorldCleanup
(
UWorld* World, |
GameplayCueManager.h | ||
void OnPreReplayScrub
(
UWorld* World |
GameplayCueManager.h | ||
void PrintGameplayCueNotifyMap() |
GameplayCueManager.h | ||
virtual void PrintLoadedGameplayCueNotifyClasses() |
GameplayCueManager.h | ||
virtual bool ProcessPendingCueExecute
(
FGameplayCuePendingExecute& PendingCue |
Process a pending cue, return false if the cue should be rejected. | GameplayCueManager.h | |
virtual int32 RemoveGameplayCueNotifyPath
(
const FString& InPath, |
Remove the given gameplay cue notify path from the GameplayCueNotifyPaths array. | GameplayCueManager.h | |
void RequestPeriodicUpdateOfEditorObjectLibraryWhileWaitingOnAssetRegistry() |
Calling this will make the GC manager periodically refresh the EditorObjectLibrary until the asset registry is finished scanning | GameplayCueManager.h | |
void ResetPreallocation
(
UWorld* World |
Resets preallocation for a given world | GameplayCueManager.h | |
virtual void RouteGameplayCue
(
AActor* TargetActor, |
Actually routes the gameplaycue event to the right place. | GameplayCueManager.h | |
virtual bool ShouldAsyncLoadMissingGameplayCues() |
If true, this will asynchronously load missing gameplay cues, and execute cue when the load finishes | GameplayCueManager.h | |
virtual bool ShouldAsyncLoadObjectLibrariesAtStart() |
GameplayCueManager.h | ||
virtual bool ShouldLoadGameplayCueAssetData
(
const FAssetData& Data |
Called before loading any gameplay cue notifies from object libraries. | GameplayCueManager.h | |
virtual bool ShouldSuppressGameplayCues
(
AActor* TargetActor |
Returns true to ignore gameplay cues | GameplayCueManager.h | |
virtual bool ShouldSyncLoadMissingGameplayCues() |
Debugging HelpIf true, this will synchronously load missing gameplay cues | GameplayCueManager.h | |
void StartGameplayCueSendContext () |
Start or stop a gameplay cue send context. | GameplayCueManager.h | |
void TranslateGameplayCue
(
FGameplayTag& Tag, |
Allows Tag to be translated in place to a different Tag. See FGameplayCueTranslorManager | GameplayCueManager.h | |
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) | GameplayCueManager.h | |
bool VerifyNotifyAssetIsInValidPath
(
FString Path |
GameplayCueManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildCuesToAddToGlobalSet
(
const TArray< FAssetData >& AssetDataList, |
GameplayCueManager.h | ||
void CheckForPreallocation
(
UClass* GCClass |
GameplayCueManager.h | ||
void CheckForTooManyRPCs
(
FName FuncName, |
The cue manager has a tendency to produce a lot of RPCs. | GameplayCueManager.h | |
AGameplayCueNotify_Actor * FindExistingCueOnActor
(
const AActor& TargetActor, |
Given a TargetActor and a CueClass, find an existing instance of the CueNotify Actor that we can reuse | GameplayCueManager.h | |
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. | GameplayCueManager.h | |
virtual TArray< FString > GetAlwaysLoadedGameplayCuePaths() |
GameplayCueManager.h | ||
FPreallocationInfo & GetPreallocationInfo
(
const UWorld* World |
GameplayCueManager.h | ||
virtual TArray< FString > GetValidGameplayCuePaths () |
Returns list of valid gameplay cue paths. | GameplayCueManager.h | |
TSharedPtr< FStreamableHandle > InitObjectLibrary
(
FGameplayCueObjectLibrary& Library |
Internal function to actually init the FGameplayCueObjectLibrary. | GameplayCueManager.h | |
void OnGameplayCueNotifyAsyncLoadComplete
(
TArray< FSoftObjectPath > StringRef |
GameplayCueManager.h | ||
void OnMissingCueAsyncLoadComplete
(
FSoftObjectPath LoadedNotifyClass |
GameplayCueManager.h | ||
void RefreshObjectLibraries() |
Refreshes the existing, already initialized, object libraries. | GameplayCueManager.h | |
virtual void ReloadObjectLibrary
(
UWorld* World, |
This handles the case where GameplayCueNotifications have changed between sessions, which is possible in editor. | GameplayCueManager.h | |
virtual bool ShouldAsyncLoadRuntimeObjectLibraries() |
GameplayCueManager.h | ||
virtual bool ShouldDeferScanningRuntimeLibraries() |
GameplayCueManager.h | ||
virtual bool ShouldSyncLoadRuntimeObjectLibraries() |
GameplayCueManager.h | ||
virtual bool ShouldSyncScanRuntimeObjectLibraries() |
GameplayCueManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddGameplayCue_NonReplicated
(
AActor* Target, |
Convenience methods for invoking non-replicated gameplay cue events. | GameplayCueManager.h | |
static void ExecuteGameplayCue_NonReplicated
(
AActor* Target, |
GameplayCueManager.h | ||
static UWorld * GetCachedWorldForGameplayCueNotifies() |
GameplayCueManager.h | ||
static bool IsGameplayCueRecylingEnabled() |
GameplayCueManager.h | ||
static void RemoveGameplayCue_NonReplicated
(
AActor* Target, |
GameplayCueManager.h |