UGameplayCueManager
#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);
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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