G1R AngelScript
Scripting reference for the Gothic 1 Remake
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AngelscriptAbilityTask Namespace Reference

Functions

Ability|Tasks
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)

Function Documentation

◆ ApplyRootMotionConstantForce()

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 )

◆ ApplyRootMotionJumpForce()

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 )

◆ ApplyRootMotionMoveToActorForce()

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 )

◆ ApplyRootMotionMoveToForce()

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 )

◆ ApplyRootMotionMoveToTargetDataActorForce()

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 )

◆ ApplyRootMotionRadialForce()

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 )

◆ MoveToLocation()

UAbilityTask_MoveToLocation MoveToLocation ( UGameplayAbility OwningAbility,
const FName TaskInstanceName,
FVector Location,
float32 Duration,
UCurveFloat InterpolationCurve = nullptr,
UCurveVector VectorInterpolationCurve = nullptr )

◆ PlayMontageAndWait()

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 )

◆ RepeatAction()

UAbilityTask_Repeat RepeatAction ( UGameplayAbility OwningAbility,
float32 TimeBetweenActions,
int TotalActionCount )

◆ SpawnActor()

UAbilityTask_SpawnActor SpawnActor ( UGameplayAbility OwningAbility,
FGameplayAbilityTargetDataHandle TargetData,
const TSubclassOf< AActor > Class )

◆ StartAbilityState()

UAbilityTask_StartAbilityState StartAbilityState ( UGameplayAbility OwningAbility,
const FName StateName,
bool bEndCurrentState = true )

◆ VisualizeTargeting()

UAbilityTask_VisualizeTargeting VisualizeTargeting ( UGameplayAbility OwningAbility,
const TSubclassOf< AGameplayAbilityTargetActor > TargetClass,
const FName TaskInstanceName,
float32 Duration = - 1.000000 )

◆ VisualizeTargetingUsingActor()

UAbilityTask_VisualizeTargeting VisualizeTargetingUsingActor ( UGameplayAbility OwningAbility,
AGameplayAbilityTargetActor TargetActor,
const FName TaskInstanceName,
float32 Duration = - 1.000000 )

◆ WaitConfirmCancel()

UAbilityTask_WaitConfirmCancel WaitConfirmCancel ( UGameplayAbility OwningAbility)

◆ WaitDelay()

UAbilityTask_WaitDelay WaitDelay ( UGameplayAbility OwningAbility,
float32 Time )

◆ WaitForAbilityActivate()

UAbilityTask_WaitAbilityActivate WaitForAbilityActivate ( UGameplayAbility OwningAbility,
const FGameplayTag WithTag,
const FGameplayTag WithoutTag,
bool bIncludeTriggeredAbilities = false,
bool bTriggerOnce = true )

◆ WaitForAbilityActivateQuery()

UAbilityTask_WaitAbilityActivate WaitForAbilityActivateQuery ( UGameplayAbility OwningAbility,
FGameplayTagQuery Query,
bool bIncludeTriggeredAbilities = false,
bool bTriggerOnce = true )

◆ WaitForAbilityActivateWithTagRequirements()

UAbilityTask_WaitAbilityActivate WaitForAbilityActivateWithTagRequirements ( UGameplayAbility OwningAbility,
FGameplayTagRequirements TagRequirements,
bool bIncludeTriggeredAbilities = false,
bool bTriggerOnce = true )

◆ WaitForAttributeChange()

UAbilityTask_WaitAttributeChange WaitForAttributeChange ( UGameplayAbility OwningAbility,
FGameplayAttribute Attribute,
const FGameplayTag WithTag,
const FGameplayTag WithoutTag,
bool bTriggerOnce = true,
AActor ExternalOwner = nullptr )

◆ WaitForAttributeChangeRatioThreshold()

UAbilityTask_WaitAttributeChangeRatioThreshold WaitForAttributeChangeRatioThreshold ( UGameplayAbility OwningAbility,
FGameplayAttribute AttributeNumerator,
FGameplayAttribute AttributeDenominator,
EWaitAttributeChangeComparison ComparisonType,
float32 ComparisonValue,
bool bTriggerOnce = true,
AActor ExternalOwner = nullptr )

◆ WaitForAttributeChangeThreshold()

UAbilityTask_WaitAttributeChangeThreshold WaitForAttributeChangeThreshold ( UGameplayAbility OwningAbility,
FGameplayAttribute Attribute,
EWaitAttributeChangeComparison ComparisonType,
float32 ComparisonValue,
bool bTriggerOnce = true,
AActor ExternalOwner = nullptr )

◆ WaitForAttributeChangeWithComparison()

UAbilityTask_WaitAttributeChange WaitForAttributeChangeWithComparison ( UGameplayAbility OwningAbility,
FGameplayAttribute Attribute,
const FGameplayTag WithTag,
const FGameplayTag WithoutTag,
EWaitAttributeChangeComparison ComparisonType,
float32 ComparisonValue,
bool bTriggerOnce = true,
AActor ExternalOwner = nullptr )

◆ WaitForCancelInput()

UAbilityTask_WaitCancel WaitForCancelInput ( UGameplayAbility OwningAbility)

◆ WaitForConfirmInput()

UAbilityTask_WaitConfirm WaitForConfirmInput ( UGameplayAbility OwningAbility)

◆ WaitForGameplayEffectRemoved()

UAbilityTask_WaitGameplayEffectRemoved WaitForGameplayEffectRemoved ( UGameplayAbility OwningAbility,
const FActiveGameplayEffectHandle Handle )

◆ WaitForGameplayEffectStackChange()

UAbilityTask_WaitGameplayEffectStackChange WaitForGameplayEffectStackChange ( UGameplayAbility OwningAbility,
const FActiveGameplayEffectHandle Handle )

◆ WaitForNewAbilityCommit()

UAbilityTask_WaitAbilityCommit WaitForNewAbilityCommit ( UGameplayAbility OwningAbility,
const FGameplayTag WithTag,
const FGameplayTag WithoutTag,
bool bTriggerOnce = true )

◆ WaitForNewAbilityCommitQuery()

UAbilityTask_WaitAbilityCommit WaitForNewAbilityCommitQuery ( UGameplayAbility OwningAbility,
FGameplayTagQuery Query,
bool bTriggerOnce = true )

◆ WaitForOverlap()

UAbilityTask_WaitOverlap WaitForOverlap ( UGameplayAbility OwningAbility)

◆ WaitGameplayEffectAppliedToSelf()

UAbilityTask_WaitGameplayEffectApplied_Self WaitGameplayEffectAppliedToSelf ( UGameplayAbility OwningAbility,
FGameplayTargetDataFilterHandle Filter,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
bool bTriggerOnce = false,
AActor ExternalOwner = nullptr,
bool bListenForPeriodicEffect = false )

◆ WaitGameplayEffectAppliedToSelfQuery()

UAbilityTask_WaitGameplayEffectApplied_Self WaitGameplayEffectAppliedToSelfQuery ( UGameplayAbility OwningAbility,
FGameplayTargetDataFilterHandle Filter,
FGameplayTagQuery SourceTagQuery,
FGameplayTagQuery TargetTagQuery,
bool bTriggerOnce = false,
AActor ExternalOwner = nullptr,
bool bListenForPeriodicEffect = false )

◆ WaitGameplayEffectAppliedToTarget()

UAbilityTask_WaitGameplayEffectApplied_Target WaitGameplayEffectAppliedToTarget ( UGameplayAbility OwningAbility,
FGameplayTargetDataFilterHandle Filter,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
bool bTriggerOnce = false,
AActor ExternalOwner = nullptr,
bool bListenForPeriodicEffect = false )

◆ WaitGameplayEffectAppliedToTargetQuery()

UAbilityTask_WaitGameplayEffectApplied_Target WaitGameplayEffectAppliedToTargetQuery ( UGameplayAbility OwningAbility,
FGameplayTargetDataFilterHandle Filter,
FGameplayTagQuery SourceTagQuery,
FGameplayTagQuery TargetTagQuery,
bool bTriggerOnce = false,
AActor ExternalOwner = nullptr,
bool bListenForPeriodicEffect = false )

◆ WaitGameplayEffectBlockedByImmunity()

UAbilityTask_WaitGameplayEffectBlockedImmunity WaitGameplayEffectBlockedByImmunity ( UGameplayAbility OwningAbility,
FGameplayTagRequirements SourceTagRequirements,
FGameplayTagRequirements TargetTagRequirements,
AActor ExternalTarget = nullptr,
bool bTriggerOnce = false )

◆ WaitGameplayEvent()

UAbilityTask_WaitGameplayEvent WaitGameplayEvent ( UGameplayAbility OwningAbility,
const FGameplayTag Tag,
AActor ExternalTarget = nullptr,
bool bTriggerOnce = false,
bool bMatchExact = true )

◆ WaitGameplayTagAdd()

UAbilityTask_WaitGameplayTagAdded WaitGameplayTagAdd ( UGameplayAbility OwningAbility,
const FGameplayTag Tag,
AActor ExternalTarget = nullptr,
bool bTriggerOnce = false )

◆ WaitGameplayTagQuery()

UAbilityTask_WaitGameplayTagQuery WaitGameplayTagQuery ( UGameplayAbility OwningAbility,
FGameplayTagQuery Query,
const AActor ExternalTarget = nullptr,
EWaitGameplayTagQueryTriggerCondition TriggerCondition = EWaitGameplayTagQueryTriggerCondition :: WhenTrue,
bool bTriggerOnce = false )

◆ WaitGameplayTagRemove()

UAbilityTask_WaitGameplayTagRemoved WaitGameplayTagRemove ( UGameplayAbility OwningAbility,
const FGameplayTag Tag,
AActor ExternalTarget = nullptr,
bool bTriggerOnce = false )

◆ WaitInputPress()

UAbilityTask_WaitInputPress WaitInputPress ( UGameplayAbility OwningAbility,
bool bTestAlreadyPressed = false )

◆ WaitInputRelease()

UAbilityTask_WaitInputRelease WaitInputRelease ( UGameplayAbility OwningAbility,
bool bTestAlreadyReleased = false )

◆ WaitMovementModeChange()

UAbilityTask_WaitMovementModeChange WaitMovementModeChange ( UGameplayAbility OwningAbility,
EMovementMode NewMode )

◆ WaitNetSync()

◆ WaitTargetData()

UAbilityTask_WaitTargetData WaitTargetData ( UGameplayAbility OwningAbility,
const FName TaskInstanceName,
EGameplayTargetingConfirmation ConfirmationType,
const TSubclassOf< AGameplayAbilityTargetActor > TargetClass )

◆ WaitTargetDataUsingActor()

UAbilityTask_WaitTargetData WaitTargetDataUsingActor ( UGameplayAbility OwningAbility,
const FName TaskInstanceName,
EGameplayTargetingConfirmation ConfirmationType,
AGameplayAbilityTargetActor TargetActor )

◆ WaitVelocityChange()

UAbilityTask_WaitVelocityChange WaitVelocityChange ( UGameplayAbility OwningAbility,
FVector Direction,
float32 MinimumMagnitude )