UGantryAsyncAction_WaitForInitState
Wait For Init State: fires once a feature of an actor has reached a state, or a later one.
It fires at once if the feature is already there.
Use it to hold back work until another part of the actor is ready. For example, a HUD widget waits until the pawn's inventory feature reaches InitState.DataInitialized before it reads the inventory.
Name the feature as it registered with the Game Framework Component Manager. For a Gantry Init State Component that is its Feature Name. Leave the name empty to wait for any feature. The node returns the action, so you can cancel the wait.
- Inherits
UCancellableAsyncAction
Properties
| Property | Type | Default | Description |
|---|---|---|---|
OnReached | FGantryOnInitStateReached | () | Fired once the state is reached. |
Functions
WaitForInitState
Waits for a feature of an actor to reach a state.
| Pin | Type | Direction | Description |
|---|---|---|---|
Actor | AActor* | in | The actor whose feature to watch. |
FeatureName | FName | in | The feature's name with the component manager; empty for any feature. |
State | FGameplayTag | in | The state to wait for. A later state in the chain also counts. |
| Return Value | UGantryAsyncAction_WaitForInitState* | out | The node, to cancel it. |
C++
Public C++ members that Blueprint does not see.
Activate
virtual void
Starts waiting.
SetReadyToDestroy
virtual void
Stops waiting.