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UGameplayCueManager

class GameplayAbilities Since unknown
#include "GameplayCueManager.h"

Description

Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects. Acts as the global dispatcher for cosmetic GAS feedback.

Caveats & Gotchas

  • Gameplay Cues are cosmetic only — they do not run on dedicated servers by default. Never put gameplay logic inside a cue notify.
  • The cue manager scans the asset registry at startup to build its routing table. Adding new cues in a large project can noticeably increase load time unless you configure AlwaysLoadedCues or async loading.
  • Override GetGameplayCueManager in your game's UAbilitySystemGlobals subclass to use a custom cue manager.

Example

Manually execute a cue from C++ C++
UGameplayCueManager* CueManager = UAbilitySystemGlobals::Get().GetGameplayCueManager();
if (CueManager)
{
    FGameplayCueParameters Params;
    Params.Location = GetActorLocation();
    CueManager->HandleGameplayCue(this,
        FGameplayTag::RequestGameplayTag("GameplayCue.Explosion"),
        EGameplayCueEvent::Executed, Params);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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