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Unreal Engine C++ API Reference > Plugins > GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayCueNotify_Static
- UGameplayCueNotify_Burst
- UGameplayCueNotify_HitImpact
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Static.h |
Include | #include "GameplayCueNotify_Static.h" |
Syntax
UCLASS (Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication))
class UGameplayCueNotify_Static : public UObject
Remarks
A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.
Variables
Type | Name | Description | |
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FName | GameplayCueName | Mirrors GameplayCueTag in order to be asset registry searchable |
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FGameplayTag | GameplayCueTag | Tag this notify is activated by |
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bool | IsOverride | 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. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UGameplayCueNotify_Static
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UWorld * | GetWorld () |
|
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void | HandleGameplayCue
(
AActor* MyTarget, |
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bool | HandlesEvent
(
EGameplayCueEvent::Type EventType |
Does this GameplayCueNotify handle this type of GameplayCueEvent? |
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void | K2_HandleGameplayCue
(
AActor* MyTarget, |
Generic Event Graph event that will get called for every event type |
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bool | OnActive
(
AActor* MyTarget, |
Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation |
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bool | OnExecute
(
AActor* MyTarget, |
Called when a GameplayCue is executed, this is used for instant effects or periodic ticks |
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void | ||
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bool | OnRemove
(
AActor* MyTarget, |
Called when a GameplayCue with duration is removed |
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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) |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | Handles reading, writing, and reference collecting using FArchive. |