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API > API/Runtime > API/Runtime/GameplayTasks
| Name | IGameplayTaskOwnerInterface |
| Type | class |
| Header File | /Engine/Source/Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h |
| Include Path | #include "GameplayTaskOwnerInterface.h" |
Syntax
class IGameplayTaskOwnerInterface
Derived Classes
IGameplayTaskOwnerInterface derived class hierarchy
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual AActor * GetGameplayTaskAvatar
(
const UGameplayTask* Task |
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) | GameplayTaskOwnerInterface.h | |
virtual uint8 GetGameplayTaskDefaultPriority() |
Get default priority for running a task | GameplayTaskOwnerInterface.h | |
virtual AActor * GetGameplayTaskOwner
(
const UGameplayTask* Task |
Get owner of a task or default one when task is null | GameplayTaskOwnerInterface.h | |
virtual UGameplayTasksComponent * GetGameplayTasksComponent
(
const UGameplayTask& Task |
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! | GameplayTaskOwnerInterface.h | |
virtual void OnGameplayTaskActivated
(
UGameplayTask& Task |
Notify called after GameplayTask changes state to Active (initial activation or resuming) | GameplayTaskOwnerInterface.h | |
virtual void OnGameplayTaskDeactivated
(
UGameplayTask& Task |
Notify called after GameplayTask changes state from Active (finishing or pausing) | GameplayTaskOwnerInterface.h | |
virtual void OnGameplayTaskInitialized
(
UGameplayTask& Task |
Notify called after GameplayTask finishes initialization (not active yet) | GameplayTaskOwnerInterface.h |