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API > API/Plugins > API/Plugins/GameplayAbilitiesEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_BaseAsyncTask
- UK2Node_LatentGameplayTaskCall
- UK2Node_LatentAbilityCall
References
| Module | GameplayAbilitiesEditor |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/K2Node_LatentAbilityCall.h |
| Include | #include "K2Node_LatentAbilityCall.h" |
Syntax
UCLASS&40;&41;
class UK2Node_LatentAbilityCall : public UK2Node_LatentGameplayTaskCall
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_LatentAbilityCall
(
const FObjectInitializer& ObjectInitializer |
Overridden from UK2Node_LatentGameplayTaskCall
| Type | Name | Description | |
|---|---|---|---|
| bool | IsHandling
(
TSubclassOf< UGameplayTask > TaskClass |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
Overridden from UEdGraphNode
| Type | Name | Description | |
|---|---|---|---|
| bool | IsCompatibleWithGraph
(
UEdGraph const* Graph |
Determine if a node of this type can be created for the specified graph. | |
| void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |