unreal.GameplayEffect
¶
-
class
unreal.
GameplayEffect
(outer=None, name='None')¶ Bases:
unreal.Object
- UGameplayEffect
The GameplayEffect definition. This is the data asset defined in the editor that drives everything.
This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffect.h
Editor Properties: (see get_editor_property/set_editor_property)
application_requirements
(Array(type(Class))): [Read-Write] Application Requirementsapplication_tag_requirements
(GameplayTagRequirements): [Read-Write] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.chance_to_apply_to_target
(ScalableFloat): [Read-Write] Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)clear_stack_on_overflow
(bool): [Read-Write] If true, the entire stack of the effect will be cleared once it overflowsconditional_gameplay_effects
(Array(ConditionalGameplayEffect)): [Read-Write] other gameplay effects that will be applied to the target of this effect if this effect appliesdeny_overflow_application
(bool): [Read-Write] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshedduration_magnitude
(GameplayEffectModifierMagnitude): [Read-Write] Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.duration_policy
(GameplayEffectDurationType): [Read-Write] Policy for the duration of this effectexecute_periodic_effect_on_application
(bool): [Read-Write] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.executions
(Array(GameplayEffectExecutionDefinition)): [Read-Write] Executionsgameplay_cues
(Array(GameplayEffectCue)): [Read-Write] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etcgranted_abilities
(Array(GameplayAbilitySpecDef)): [Read-Write] Granted abilitiesgranted_application_immunity_query
(GameplayEffectQuery): [Read-Write] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.granted_application_immunity_tags
(GameplayTagRequirements): [Read-Write] Grants the owner immunity from these source tags.inheritable_gameplay_effect_tags
(InheritedTagContainer): [Read-Write] The GameplayEffect’s Tags: tags the the GE has and DOES NOT give to the actor.inheritable_owned_tags_container
(InheritedTagContainer): [Read-Write] “These tags are applied to the actor I am applied to”modifiers
(Array(GameplayModifierInfo)): [Read-Write] Array of modifiers that will affect the target of this effectongoing_tag_requirements
(GameplayTagRequirements): [Read-Write] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.overflow_effects
(Array(type(Class))): [Read-Write] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.period
(ScalableFloat): [Read-Write] Period in seconds. 0.0 for non-periodic effectsperiodic_inhibition_policy
(GameplayEffectPeriodInhibitionRemovedPolicy): [Read-Write] Periodic Inhibition Policypremature_expiration_effect_classes
(Array(type(Class))): [Read-Write] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a durationremoval_tag_requirements
(GameplayTagRequirements): [Read-Write] Tag requirements that if met will remove this effect. Also prevents effect application.remove_gameplay_effect_query
(GameplayEffectQuery): [Read-Write] On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.remove_gameplay_effects_with_tags
(InheritedTagContainer): [Read-Write] GameplayEffects that have tags in this container will be cleared upon effect application.require_modifier_success_to_trigger_cues
(bool): [Read-Write] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)routine_expiration_effect_classes
(Array(type(Class))): [Read-Write] Effects to apply when this effect expires naturally via its duration; Only works for effects with a durationstack_duration_refresh_policy
(GameplayEffectStackingDurationPolicy): [Read-Write] Policy for how the effect duration should be refreshed while stackingstack_expiration_policy
(GameplayEffectStackingExpirationPolicy): [Read-Write] Policy for how to handle duration expiring on this gameplay effectstack_limit_count
(int32): [Read-Write] Stack limit for StackingTypestack_period_reset_policy
(GameplayEffectStackingPeriodPolicy): [Read-Write] Policy for how the effect period should be reset (or not) while stackingstacking_type
(GameplayEffectStackingType): [Read-Write] How this GameplayEffect stacks with other instances of this same GameplayEffectsuppress_stacking_cues
(bool): [Read-Write] If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.ui_data
(GameplayEffectUIData): [Read-Write] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.
-
property
application_tag_requirements
¶ [Read-Only] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.
- Type
-
property
clear_stack_on_overflow
¶ [Read-Only] If true, the entire stack of the effect will be cleared once it overflows
- Type
(bool)
-
property
conditional_gameplay_effects
¶ [Read-Only] other gameplay effects that will be applied to the target of this effect if this effect applies
- Type
-
property
deny_overflow_application
¶ [Read-Only] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed
- Type
(bool)
-
property
execute_periodic_effect_on_application
¶ [Read-Only] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.
- Type
(bool)
-
property
executions
¶ [Read-Only] Executions
-
property
gameplay_cues
¶ [Read-Only] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc
- Type
-
property
granted_abilities
¶ [Read-Only] Granted abilities
- Type
-
property
granted_application_immunity_query
¶ [Read-Only] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.
- Type
[Read-Only] Grants the owner immunity from these source tags.
- Type
‘inheritable_clear_tags_container’ was renamed to ‘remove_gameplay_effects_with_tags’.
- Type
deprecated
tags the the GE has and DOES NOT give to the actor.
- Type
- Type
[Read-Only] The GameplayEffect’s Tags
[Read-Only] “These tags are applied to the actor I am applied to”
- Type
-
property
modifiers
¶ [Read-Only] Array of modifiers that will affect the target of this effect
- Type
-
property
ongoing_tag_requirements
¶ [Read-Only] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.
- Type
-
property
overflow_effects
¶ [Read-Only] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.
-
property
period
¶ [Read-Only] Period in seconds. 0.0 for non-periodic effects
- Type
-
property
periodic_inhibition_policy
¶ [Read-Only] Periodic Inhibition Policy
-
property
premature_expiration_effect_classes
¶ [Read-Only] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration
-
property
removal_tag_requirements
¶ [Read-Only] Tag requirements that if met will remove this effect. Also prevents effect application.
- Type
-
property
remove_gameplay_effect_query
¶ [Read-Only] On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.
- Type
[Read-Only] GameplayEffects that have tags in this container will be cleared upon effect application.
- Type
-
property
require_modifier_success_to_trigger_cues
¶ [Read-Only] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)
- Type
(bool)
-
property
routine_expiration_effect_classes
¶ [Read-Only] Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration
-
property
stack_duration_refresh_policy
¶ [Read-Only] Policy for how the effect duration should be refreshed while stacking
-
property
stack_expiration_policy
¶ [Read-Only] Policy for how to handle duration expiring on this gameplay effect
-
property
stack_limit_count
¶ [Read-Only] Stack limit for StackingType
- Type
(int32)
-
property
stack_period_reset_policy
¶ [Read-Only] Policy for how the effect period should be reset (or not) while stacking
-
property
stacking_type
¶ [Read-Only] How this GameplayEffect stacks with other instances of this same GameplayEffect
- Type
-
property
ui_data
¶ [Read-Only] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.
- Type