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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintAsyncActionBase
- UCancellableAsyncAction
- UAbilityAsync
- UAbilityAsync_WaitAttributeChanged
- UAbilityAsync_WaitGameplayEffectApplied
- UAbilityAsync_WaitGameplayEvent
- UAbilityAsync_WaitGameplayTag
- UAbilityAsync_WaitGameplayTagAdded
- UAbilityAsync_WaitGameplayTagRemoved
- UAbilityAsync_WaitGameplayTagQuery
- UAsyncNiagaraCaptureSimCache
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Engine/CancellableAsyncAction.h |
| Include | #include "Engine/CancellableAsyncAction.h" |
Syntax
class UCancellableAsyncAction : public UBlueprintAsyncActionBase
Remarks
Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. These actions register themselves with the game instance and need to be explicitly canceled or ended normally to go away. The ExposedAsyncProxy metadata specifies the blueprint node will return this object for later canceling.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Cancel () |
Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired | |
| FTimerManager * | Wrapper function to get a timer manager for scheduling callbacks | ||
| bool | IsActive () |
Returns true if this action is still active and has not completed or been cancelled | |
| bool | IsRegistered () |
Returns true if this action is registered with a valid game instance | |
| bool | This should be called prior to broadcasting delegates back into the event graph, this ensures the action is still valid |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Handle when this action is being destroyed to ensure that the action is canceled and child classes can clean up. |