Navigation
API > API/Plugins > API/Plugins/GameplayBehaviorsModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayBehavior
- UGameplayBehavior_AnimationBased
References
| Module | GameplayBehaviorsModule |
| Header | /Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/GameplayBehavior_AnimationBased.h |
| Include | #include "GameplayBehavior_AnimationBased.h" |
Syntax
UCLASS&40;&41;
class UGameplayBehavior_AnimationBased : public UGameplayBehavior
Remarks
Note that this behavior is supporting playing only a single montage for a given Avatar at a time. Trying to play multiple or using multiple UGameplayBehavior_AnimationBased instances will result in requests overriding and interfering.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FMontagePlaybackData > | ActivePlayback | If this array ever gets more than couple elements at a time we should consider switching over to a TMap |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameplayBehavior_AnimationBased
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnMontageFinished
(
UAnimMontage* Montage, |
||
| bool | PlayMontage
(
AActor& InAvatar, |
Overridden from UGameplayBehavior
| Type | Name | Description | |
|---|---|---|---|
| void | EndBehavior
(
AActor& InAvatar, |
||
| bool | Trigger
(
AActor& Avatar, |
Default implementation will trigger the appropriate Blueprint event based on their presence in the script and in the following priority: |