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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UGameplayCueSet
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueSet.h |
Include | #include "GameplayCueSet.h" |
Syntax
UCLASS&40;&41;
class UGameplayCueSet : public UDataAsset
Remarks
A set of gameplay cue actors to handle gameplay cue events
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FGameplayCueNotifyData > | GameplayCueData | |
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TMap< FGameplayTag, int32 > | GameplayCueDataMap | Maps GameplayCue Tag to index into above GameplayCues array. |
Constructors
Type | Name | Description | |
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UGameplayCueSet
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddCues
(
const TArray< FGameplayCueReferencePair >& CuesToAdd |
Adds a list of cues to the set |
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FGameplayTag | ||
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void | ||
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void | CopyCueDataToSetForEditorPreview
(
FGameplayTag Tag, |
|
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void | Empty () |
Removes all cues from the set |
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void | GetFilenames
(
TArray< FString >& Filenames |
Returns filenames of everything we know about (loaded or not) |
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void | GetSoftObjectPaths
(
TArray< FSoftObjectPath >& List |
Extracts all soft object paths pointing to Cues |
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bool | HandleGameplayCue
(
AActor* TargetActor, |
Handles the cue event by spawning the cue actor. Returns true if the event was handled. |
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bool | HandleGameplayCueNotify_Internal
(
AActor* TargetActor, |
|
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void | PrintCues () |
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void | RemoveCuesByStringRefs
(
const TArray< FSoftObjectPath >& CuesToRemove |
Removes all cues from the set matching the supplied string refs |
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void | RemoveCuesByTags
(
const FGameplayTagContainer& TagsToRemove |
Removes all cues from the set matching any of the supplied tags |
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void | RemoveLoadedClass
(
UClass* Class |
Nulls reference to the loaded class. |
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void | UpdateCueByStringRefs
(
const FSoftObjectPath& CueToRemove, |
Updates an existing cue |