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BlueprintAPI > BlueprintAPI/Ability > BlueprintAPI/Ability/Tasks
Wait until the owner (or External Owner) applies a GameplayEffect to a Target (the target may be the owner too!). This version uses FGameplayTagQuery (more power) instead of FGameplayTagRequirements (faster).
Target is Ability Task Wait Gameplay Effect Applied Target
Inputs
| Type | Name | Description |
|---|---|---|
| exec | In | |
| struct | Source Filter | Actor filter for the source actor applying this effect that must be passed to trigger this task |
| struct | Source Tag Query | Gameplay tag requirements for the source actor applying this effect |
| struct | Target Tag Query | Gameplay tag requirements for the target actor receiving this effect |
| struct | Asset Tag Query | Requirements for the asset tags of the applied effect: 'Tags this Effect Has' on the GameplayEffect class |
| struct | Granted Tag Query | Requirements for the tags granted by the applied effect: 'Grant Tags to Target Actor' on the GameplayEffect class |
| boolean | Trigger Once | If TriggerOnce is true, this task will only return one time. Otherwise it will return everytime a GE is applied that meets the requirements over the life of the ability. |
| object | Optional External Owner | Can be used to run this task on someone else (not the owner of the ability). By default you can leave this empty. |
| boolean | Listen for Periodic Effect |
Outputs
| Type | Name | Description |
|---|---|---|
| exec | Out | |
| object | Async Task | |
| exec | On Applied | |
| object | Target | |
| struct | Spec Handle | |
| struct | Active Handle |