/// <summary> /// Notify called after GameplayTask changes state from Active (finishing or pausing) /// </summary> public static void OnGameplayTaskDeactivated(this IGameplayTaskOwnerInterface obj, UGameplayTask task) { Native_IGameplayTaskOwnerInterface.Internal_OnGameplayTaskDeactivated(obj.GetAddress(), task.Address); }
/// <summary> /// Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) /// </summary> public static AActor GetGameplayTaskAvatar(this IGameplayTaskOwnerInterface obj, UGameplayTask task) { return(GCHelper.Find <AActor>( Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTaskAvatar(obj.GetAddress(), task.Address))); }
/// <summary> /// Get default priority for running a task /// </summary> public static byte GetGameplayTaskDefaultPriority(this IGameplayTaskOwnerInterface obj) { return(Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTaskDefaultPriority(obj.GetAddress())); }
/// <summary> /// Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! /// </summary> public static UGameplayTasksComponent GetGameplayTasksComponent(this IGameplayTaskOwnerInterface obj, UGameplayTask task) { return(GCHelper.Find <UGameplayTasksComponent>( Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTasksComponent(obj.GetAddress(), task.Address))); }