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]
- INI Section:
/Script/GameplayAbilities.AbilitySystemGlobals
- Raw value:
/Script/LyraGame.LyraGameplayCueManager
- Is Array:
False
#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. */