class unreal.ActiveGameplayEffectHandle

Bases: unreal.StructBase

This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect

For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayEffectTypes.h