---
title: Gameplay Cue API (UGameplayCueNotify_Static, UGameplayCueManager, UGameplayAbility)
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/GameplayAbilities/UGameplayCueNotify_Static
version: Unreal Engine 5.8 API Reference
fetched: 2026-10-11
note: 原文摘录（英文要点），供 wiki 引用；非全文
---

# Gameplay Cue API (UGameplayCueNotify_Static, UGameplayCueManager, UGameplayAbility)

没有找到 5.8 的 Gameplay Cue 概念文档页（gameplay-cues-in-unreal-engine 重定向到首页）；以下来自 5.8 C++ API 参考页。
- UGameplayCueNotify_Static: "A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off 'burst' effects." Derived: UGameplayCueNotify_Burst, UGameplayCueNotify_HitImpact. Properties: GameplayCueTag ("Tag this notify is activated by", Categories="GameplayCue"), IsOverride ("Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical"). Events: OnActive ("Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation"), WhileActive ("first seen as active, even if it wasn't actually just applied (Join in progress, etc)"), OnExecute ("instant effects or periodic ticks"), OnRemove ("with duration is removed"), K2_HandleGameplayCue (generic for every event type).
- UGameplayCueManager (API/Plugins/GameplayAbilities/UGameplayCueManager): "Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed"; HandleGameplayCue, RouteGameplayCue ("Actually routes the gameplaycue event to the right place"), GameplayCueNotifyPaths.
- AddGameplayCue_NonReplicated description: avoid exposing designers the replicated/non-replicated choice; "Animations always use non-replicated GameplayCue events because they are always executed on simulated proxies. Abilities will always use replicated GameplayCue events because they are not executed on simulated proxies."
- UGameplayAbility: K2_ExecuteGameplayCue ("GameplayCue Abilities can invoke GameplayCues without having to create GameplayEffects"), K2_AddGameplayCue (persistent cue on owner; optionally removed when ability ends), K2_RemoveGameplayCue, *WithParams variants.
