GlobalGameplayCueManagerClass

GlobalGameplayCueManagerClass

#Overview

name: GlobalGameplayCueManagerClass

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:16, section: [/Script/GameplayAbilities.AbilitySystemGlobals]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemGlobals.cpp:503

Scope (from outer to inner):

file
function     UGameplayCueManager* UAbilitySystemGlobals::GetGameplayCueManager

Source code excerpt:


		// Load specific gameplaycue manager class if specified
		if ( GlobalGameplayCueManager == nullptr && GlobalGameplayCueManagerClass.IsValid() )
		{
			UClass* GCMClass = LoadClass<UObject>(NULL, *GlobalGameplayCueManagerClass.ToString(), NULL, LOAD_None, NULL);
			if (GCMClass)
			{
				GlobalGameplayCueManager = NewObject<UGameplayCueManager>(this, GCMClass, NAME_None);
			}
		}

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h:370

Scope (from outer to inner):

file
class        class UAbilitySystemGlobals : public UObject

Source code excerpt:

	/** Class reference to gameplay cue manager. Use this if you want to just instantiate a class for your gameplay cue manager without having to create an asset. */
	UPROPERTY(config)
	FSoftObjectPath GlobalGameplayCueManagerClass;

	/** Object reference to gameplay cue manager (E.g., reference to a specific blueprint of your GameplayCueManager class. This is not necessary unless you want to have data or blueprints in your gameplay cue manager. */
	UPROPERTY(config)
	FSoftObjectPath GlobalGameplayCueManagerName;

	/** Look in these paths for GameplayCueNotifies. These are your "always loaded" set. */