Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.
| Name | UGameplayCueNotify_Static |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Static.h |
| Include Path | #include "GameplayCueNotify_Static.h" |
Syntax
UCLASS (Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication), MinimalAPI)
class UGameplayCueNotify_Static : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayCueNotify_Static
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayCueNotify_Static
(
const FObjectInitializer& ObjectInitializer |
GameplayCueNotify_Static.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GameplayCueName | FName | Mirrors GameplayCueTag in order to be asset registry searchable | GameplayCueNotify_Static.h |
|
| GameplayCueTag | FGameplayTag | Tag this notify is activated by | GameplayCueNotify_Static.h |
|
| IsOverride | bool | Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue. | GameplayCueNotify_Static.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWorld * GetWorld() |
GameplayCueNotify_Static.h | ||
virtual void HandleGameplayCue
(
AActor* MyTarget, |
GameplayCueNotify_Static.h | ||
virtual bool HandlesEvent
(
EGameplayCueEvent::Type EventType |
Does this GameplayCueNotify handle this type of GameplayCueEvent? | GameplayCueNotify_Static.h | |
void K2_HandleGameplayCue
(
AActor* MyTarget, |
Generic Event Graph event that will get called for every event type | GameplayCueNotify_Static.h |
|
bool OnActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation | GameplayCueNotify_Static.h |
|
bool OnExecute
(
AActor* MyTarget, |
Called when a GameplayCue is executed, this is used for instant effects or periodic ticks | GameplayCueNotify_Static.h |
|
virtual void OnOwnerDestroyed() |
GameplayCueNotify_Static.h | ||
bool OnRemove
(
AActor* MyTarget, |
Called when a GameplayCue with duration is removed | GameplayCueNotify_Static.h |
|
bool WhileActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first seen as active, even if it wasn't actually just applied (Join in progress, etc) | GameplayCueNotify_Static.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameplayCueNotify_Static.h | ||
virtual void PostInitProperties() |
GameplayCueNotify_Static.h | ||
virtual void Serialize
(
FArchive& Ar |
GameplayCueNotify_Static.h |