March 2019
Intermediate to advanced
708 pages
17h 9m
English
Once the GameplayEffect is active, you will receive an FActiveGameplayEffectHandle. You can use this handle to attach a function delegate to run when the effect is over using the OnRemovedDelegate member of the FActiveGameplayEffectHandle. For example, you might call the following code:
FOnActiveGameplayEffectRemoved* ep = AbilitySystemComponent-> OnGameplayEffectRemovedDelegate(recoverHpEffectHandle);if (ep) { ep->AddLambda([]() { UE_LOG(LogTemp, Warning, TEXT("Recover effect has been removed."), 1); });}
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