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AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints.
| Name | UAbilityAsync |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync.h |
| Include Path | #include "Abilities/Async/AbilityAsync.h" |
Syntax
UCLASS (Abstract, Meta=(ExposedAsyncProxy=AsyncAction), MinimalAPI)
class UAbilityAsync : public UCancellableAsyncAction
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UCancellableAsyncAction → UAbilityAsync
Derived Classes
UAbilityAsync derived class hierarchy
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilitySystemComponent | TWeakObjectPtr< UAbilitySystemComponent > | Abilities/Async/AbilityAsync.h |