AAIController::OnGameplayTaskActivated
#include "AIController.h"
Access: public
Specifiers: virtualoverride
Description
Called when a gameplay task owned by this controller transitions to the active state. The base implementation is empty — override to track active tasks or apply side effects when a task starts.
Caveats & Gotchas
- • Like `OnGameplayTaskInitialized`, the empty body exists to suppress linker errors when `GameplayTasks` is not a build dependency. Add the module if you override this.
- • A task can be re-activated after being paused — this callback fires for each activation, not just the first. Check `Task.IsActive()` vs a first-time flag if you need one-shot logic.
Signature
virtual void OnGameplayTaskActivated(UGameplayTask& Task) override {} Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Task | UGameplayTask& | The task that has just become active. | — |
Return Type
void Example
Track the currently active task C++
void AMyAIController::OnGameplayTaskActivated(UGameplayTask& Task)
{
Super::OnGameplayTaskActivated(Task);
ActiveTask = &Task;
} Tags
Version History
Introduced in: 4.12
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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