unreal.GameplayCueParameters
¶
-
class
unreal.
GameplayCueParameters
(normalized_magnitude=0.0, raw_magnitude=0.0, effect_context=[], matched_tag_name=['None'], original_tag=['None'], aggregated_source_tags=[[]], aggregated_target_tags=[[]], location=[0.0, 0.0, 0.0], normal=[0.0, 0.0, 0.0], instigator=None, effect_causer=None, source_object=None, physical_material=None, gameplay_effect_level=0, ability_level=0, target_attach_component=None)¶ Bases:
unreal.StructBase
Metadata about a gameplay cue execution
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffectTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
ability_level
(int32): [Read-Write] If originating from an ability, this will be the level of that abilityaggregated_source_tags
(GameplayTagContainer): [Read-Write] The aggregated source tags taken from the effect specaggregated_target_tags
(GameplayTagContainer): [Read-Write] The aggregated target tags taken from the effect speceffect_causer
(Actor): [Read-Write] The physical actor that actually did the damage, can be a weapon or projectileeffect_context
(GameplayEffectContextHandle): [Read-Write] Effect context, contains information about hit result, etcgameplay_effect_level
(int32): [Read-Write] If originating from a GameplayEffect, the level of that GameplayEffectinstigator
(Actor): [Read-Write] Instigator actor, the actor that owns the ability system componentlocation
(Vector_NetQuantize10): [Read-Write] Location cue took place atmatched_tag_name
(GameplayTag): [Read-Write] The tag name that matched this specific gameplay cue handlernormal
(Vector_NetQuantizeNormal): [Read-Write] Normal of impact that caused cuenormalized_magnitude
(float): [Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)original_tag
(GameplayTag): [Read-Write] The original tag of the gameplay cuephysical_material
(PhysicalMaterial): [Read-Write] PhysMat of the hit, if there was a hit.raw_magnitude
(float): [Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.source_object
(Object): [Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay objecttarget_attach_component
(SceneComponent): [Read-Write] Could be used to say “attach FX to this component always”
-
property
ability_level
¶ [Read-Write] If originating from an ability, this will be the level of that ability
- Type
(int32)
[Read-Write] The aggregated source tags taken from the effect spec
- Type
[Read-Write] The aggregated target tags taken from the effect spec
- Type
-
property
effect_causer
¶ [Read-Write] The physical actor that actually did the damage, can be a weapon or projectile
- Type
(Actor)
-
property
effect_context
¶ [Read-Write] Effect context, contains information about hit result, etc
- Type
-
property
gameplay_effect_level
¶ [Read-Write] If originating from a GameplayEffect, the level of that GameplayEffect
- Type
(int32)
-
property
instigator
¶ [Read-Write] Instigator actor, the actor that owns the ability system component
- Type
(Actor)
-
property
location
¶ [Read-Write] Location cue took place at
- Type
-
property
matched_tag_name
¶ [Read-Write] The tag name that matched this specific gameplay cue handler
- Type
-
property
normal
¶ [Read-Write] Normal of impact that caused cue
- Type
-
property
normalized_magnitude
¶ [Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)
- Type
(float)
-
property
original_tag
¶ [Read-Write] The original tag of the gameplay cue
- Type
-
property
physical_material
¶ [Read-Write] PhysMat of the hit, if there was a hit.
- Type
-
property
raw_magnitude
¶ [Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.
- Type
(float)
-
property
source_object
¶ [Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay object
- Type
(Object)
-
property
target_attach_component
¶ [Read-Write] Could be used to say “attach FX to this component always”
- Type