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| UAbilityTask_WaitCancel | WaitForCancelInput (UGameplayAbility OwningAbility) |
| UAbilityTask_ApplyRootMotionJumpForce | ApplyRootMotionJumpForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, FRotator Rotation, float32 Distance, float32 Height, float32 Duration, float32 MinimumLandedTriggerTime, bool bFinishOnLanded, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish, UCurveVector PathOffsetCurve, UCurveFloat TimeMappingCurve) |
| UAbilityTask_ApplyRootMotionMoveToActorForce | ApplyRootMotionMoveToActorForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, AActor TargetActor, FVector TargetLocationOffset, ERootMotionMoveToActorTargetOffsetType OffsetAlignment, float32 Duration, UCurveFloat TargetLerpSpeedHorizontal, UCurveFloat TargetLerpSpeedVertical, bool bSetNewMovementMode, EMovementMode MovementMode, bool bRestrictSpeedToExpected, UCurveVector PathOffsetCurve, UCurveFloat TimeMappingCurve, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt) |
| UAbilityTask_ApplyRootMotionMoveToForce | ApplyRootMotionMoveToForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, FVector TargetLocation, float32 Duration, bool bSetNewMovementMode, EMovementMode MovementMode, bool bRestrictSpeedToExpected, UCurveVector PathOffsetCurve, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish) |
| UAbilityTask_ApplyRootMotionMoveToActorForce | ApplyRootMotionMoveToTargetDataActorForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, FGameplayAbilityTargetDataHandle TargetDataHandle, int TargetDataIndex, int TargetActorIndex, FVector TargetLocationOffset, ERootMotionMoveToActorTargetOffsetType OffsetAlignment, float32 Duration, UCurveFloat TargetLerpSpeedHorizontal, UCurveFloat TargetLerpSpeedVertical, bool bSetNewMovementMode, EMovementMode MovementMode, bool bRestrictSpeedToExpected, UCurveVector PathOffsetCurve, UCurveFloat TimeMappingCurve, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt) |
| UAbilityTask_ApplyRootMotionRadialForce | ApplyRootMotionRadialForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, FVector Location, AActor LocationActor, float32 Strength, float32 Duration, float32 Radius, bool bIsPush, bool bIsAdditive, bool bNoZForce, UCurveFloat StrengthDistanceFalloff, UCurveFloat StrengthOverTime, bool bUseFixedWorldDirection, FRotator FixedWorldDirection, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish) |
| UAbilityTask_MoveToLocation | MoveToLocation (UGameplayAbility OwningAbility, const FName TaskInstanceName, FVector Location, float32 Duration, UCurveFloat InterpolationCurve=nullptr, UCurveVector VectorInterpolationCurve=nullptr) |
| UAbilityTask_PlayMontageAndWait | PlayMontageAndWait (UGameplayAbility OwningAbility, const FName TaskInstanceName, UAnimMontage MontageToPlay, float32 Rate=1.000000, const FName StartSection=NAME_None, bool bStopWhenAbilityEnds=true, float32 AnimRootMotionTranslationScale=1.000000, float32 StartTimeSeconds=0.000000) |
| UAbilityTask_Repeat | RepeatAction (UGameplayAbility OwningAbility, float32 TimeBetweenActions, int TotalActionCount) |
| UAbilityTask_SpawnActor | SpawnActor (UGameplayAbility OwningAbility, FGameplayAbilityTargetDataHandle TargetData, const TSubclassOf< AActor > Class) |
| UAbilityTask_StartAbilityState | StartAbilityState (UGameplayAbility OwningAbility, const FName StateName, bool bEndCurrentState=true) |
| UAbilityTask_VisualizeTargeting | VisualizeTargeting (UGameplayAbility OwningAbility, const TSubclassOf< AGameplayAbilityTargetActor > TargetClass, const FName TaskInstanceName, float32 Duration=- 1.000000) |
| UAbilityTask_VisualizeTargeting | VisualizeTargetingUsingActor (UGameplayAbility OwningAbility, AGameplayAbilityTargetActor TargetActor, const FName TaskInstanceName, float32 Duration=- 1.000000) |
| UAbilityTask_WaitConfirmCancel | WaitConfirmCancel (UGameplayAbility OwningAbility) |
| UAbilityTask_WaitDelay | WaitDelay (UGameplayAbility OwningAbility, float32 Time) |
| UAbilityTask_WaitAbilityActivate | WaitForAbilityActivate (UGameplayAbility OwningAbility, const FGameplayTag WithTag, const FGameplayTag WithoutTag, bool bIncludeTriggeredAbilities=false, bool bTriggerOnce=true) |
| UAbilityTask_WaitAbilityActivate | WaitForAbilityActivateQuery (UGameplayAbility OwningAbility, FGameplayTagQuery Query, bool bIncludeTriggeredAbilities=false, bool bTriggerOnce=true) |
| UAbilityTask_WaitAbilityActivate | WaitForAbilityActivateWithTagRequirements (UGameplayAbility OwningAbility, FGameplayTagRequirements TagRequirements, bool bIncludeTriggeredAbilities=false, bool bTriggerOnce=true) |
| UAbilityTask_WaitAttributeChange | WaitForAttributeChange (UGameplayAbility OwningAbility, FGameplayAttribute Attribute, const FGameplayTag WithTag, const FGameplayTag WithoutTag, bool bTriggerOnce=true, AActor ExternalOwner=nullptr) |
| UAbilityTask_WaitAttributeChangeRatioThreshold | WaitForAttributeChangeRatioThreshold (UGameplayAbility OwningAbility, FGameplayAttribute AttributeNumerator, FGameplayAttribute AttributeDenominator, EWaitAttributeChangeComparison ComparisonType, float32 ComparisonValue, bool bTriggerOnce=true, AActor ExternalOwner=nullptr) |
| UAbilityTask_WaitAttributeChangeThreshold | WaitForAttributeChangeThreshold (UGameplayAbility OwningAbility, FGameplayAttribute Attribute, EWaitAttributeChangeComparison ComparisonType, float32 ComparisonValue, bool bTriggerOnce=true, AActor ExternalOwner=nullptr) |
| UAbilityTask_WaitAttributeChange | WaitForAttributeChangeWithComparison (UGameplayAbility OwningAbility, FGameplayAttribute Attribute, const FGameplayTag WithTag, const FGameplayTag WithoutTag, EWaitAttributeChangeComparison ComparisonType, float32 ComparisonValue, bool bTriggerOnce=true, AActor ExternalOwner=nullptr) |
| UAbilityTask_ApplyRootMotionConstantForce | ApplyRootMotionConstantForce (UGameplayAbility OwningAbility, const FName TaskInstanceName, FVector WorldDirection, float32 Strength, float32 Duration, bool bIsAdditive, UCurveFloat StrengthOverTime, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float32 ClampVelocityOnFinish, bool bEnableGravity) |
| UAbilityTask_WaitConfirm | WaitForConfirmInput (UGameplayAbility OwningAbility) |
| UAbilityTask_WaitGameplayEffectRemoved | WaitForGameplayEffectRemoved (UGameplayAbility OwningAbility, const FActiveGameplayEffectHandle Handle) |
| UAbilityTask_WaitGameplayEffectStackChange | WaitForGameplayEffectStackChange (UGameplayAbility OwningAbility, const FActiveGameplayEffectHandle Handle) |
| UAbilityTask_WaitAbilityCommit | WaitForNewAbilityCommit (UGameplayAbility OwningAbility, const FGameplayTag WithTag, const FGameplayTag WithoutTag, bool bTriggerOnce=true) |
| UAbilityTask_WaitAbilityCommit | WaitForNewAbilityCommitQuery (UGameplayAbility OwningAbility, FGameplayTagQuery Query, bool bTriggerOnce=true) |
| UAbilityTask_WaitOverlap | WaitForOverlap (UGameplayAbility OwningAbility) |
| UAbilityTask_WaitGameplayEffectApplied_Self | WaitGameplayEffectAppliedToSelf (UGameplayAbility OwningAbility, FGameplayTargetDataFilterHandle Filter, FGameplayTagRequirements SourceTagRequirements, FGameplayTagRequirements TargetTagRequirements, bool bTriggerOnce=false, AActor ExternalOwner=nullptr, bool bListenForPeriodicEffect=false) |
| UAbilityTask_WaitGameplayEffectApplied_Self | WaitGameplayEffectAppliedToSelfQuery (UGameplayAbility OwningAbility, FGameplayTargetDataFilterHandle Filter, FGameplayTagQuery SourceTagQuery, FGameplayTagQuery TargetTagQuery, bool bTriggerOnce=false, AActor ExternalOwner=nullptr, bool bListenForPeriodicEffect=false) |
| UAbilityTask_WaitGameplayEffectApplied_Target | WaitGameplayEffectAppliedToTarget (UGameplayAbility OwningAbility, FGameplayTargetDataFilterHandle Filter, FGameplayTagRequirements SourceTagRequirements, FGameplayTagRequirements TargetTagRequirements, bool bTriggerOnce=false, AActor ExternalOwner=nullptr, bool bListenForPeriodicEffect=false) |
| UAbilityTask_WaitGameplayEffectApplied_Target | WaitGameplayEffectAppliedToTargetQuery (UGameplayAbility OwningAbility, FGameplayTargetDataFilterHandle Filter, FGameplayTagQuery SourceTagQuery, FGameplayTagQuery TargetTagQuery, bool bTriggerOnce=false, AActor ExternalOwner=nullptr, bool bListenForPeriodicEffect=false) |
| UAbilityTask_WaitGameplayEffectBlockedImmunity | WaitGameplayEffectBlockedByImmunity (UGameplayAbility OwningAbility, FGameplayTagRequirements SourceTagRequirements, FGameplayTagRequirements TargetTagRequirements, AActor ExternalTarget=nullptr, bool bTriggerOnce=false) |
| UAbilityTask_WaitGameplayEvent | WaitGameplayEvent (UGameplayAbility OwningAbility, const FGameplayTag Tag, AActor ExternalTarget=nullptr, bool bTriggerOnce=false, bool bMatchExact=true) |
| UAbilityTask_WaitGameplayTagAdded | WaitGameplayTagAdd (UGameplayAbility OwningAbility, const FGameplayTag Tag, AActor ExternalTarget=nullptr, bool bTriggerOnce=false) |
| UAbilityTask_WaitGameplayTagQuery | WaitGameplayTagQuery (UGameplayAbility OwningAbility, FGameplayTagQuery Query, const AActor ExternalTarget=nullptr, EWaitGameplayTagQueryTriggerCondition TriggerCondition=EWaitGameplayTagQueryTriggerCondition ::WhenTrue, bool bTriggerOnce=false) |
| UAbilityTask_WaitGameplayTagRemoved | WaitGameplayTagRemove (UGameplayAbility OwningAbility, const FGameplayTag Tag, AActor ExternalTarget=nullptr, bool bTriggerOnce=false) |
| UAbilityTask_WaitInputPress | WaitInputPress (UGameplayAbility OwningAbility, bool bTestAlreadyPressed=false) |
| UAbilityTask_WaitInputRelease | WaitInputRelease (UGameplayAbility OwningAbility, bool bTestAlreadyReleased=false) |
| UAbilityTask_WaitMovementModeChange | WaitMovementModeChange (UGameplayAbility OwningAbility, EMovementMode NewMode) |
| UAbilityTask_NetworkSyncPoint | WaitNetSync (UGameplayAbility OwningAbility, EAbilityTaskNetSyncType SyncType) |
| UAbilityTask_WaitTargetData | WaitTargetData (UGameplayAbility OwningAbility, const FName TaskInstanceName, EGameplayTargetingConfirmation ConfirmationType, const TSubclassOf< AGameplayAbilityTargetActor > TargetClass) |
| UAbilityTask_WaitTargetData | WaitTargetDataUsingActor (UGameplayAbility OwningAbility, const FName TaskInstanceName, EGameplayTargetingConfirmation ConfirmationType, AGameplayAbilityTargetActor TargetActor) |
| UAbilityTask_WaitVelocityChange | WaitVelocityChange (UGameplayAbility OwningAbility, FVector Direction, float32 MinimumMagnitude) |