unreal.GameplayEventData
¶
-
class
unreal.
GameplayEventData
(event_tag=['None'], instigator=None, target=None, optional_object=None, optional_object2=None, context_handle=[], instigator_tags=[[]], target_tags=[[]], event_magnitude=0.0, target_data=[])¶ Bases:
unreal.StructBase
Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilityTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
context_handle
(GameplayEffectContextHandle): [Read-Write] Polymorphic context informationevent_magnitude
(float): [Read-Write] The magnitude of the triggering eventevent_tag
(GameplayTag): [Read-Write] Tag of the event that triggered thisinstigator
(Actor): [Read-Write] The instigator of the eventinstigator_tags
(GameplayTagContainer): [Read-Write] Tags that the instigator hasoptional_object
(Object): [Read-Write] An optional ability-specific object to be passed though the eventoptional_object2
(Object): [Read-Write] A second optional ability-specific object to be passed though the eventtarget
(Actor): [Read-Write] The target of the eventtarget_data
(GameplayAbilityTargetDataHandle): [Read-Write] The polymorphic target information for the eventtarget_tags
(GameplayTagContainer): [Read-Write] Tags that the target has
-
property
context_handle
¶ [Read-Write] Polymorphic context information
- Type
-
property
event_tag
¶ [Read-Write] Tag of the event that triggered this
- Type
[Read-Write] Tags that the instigator has
- Type
-
property
optional_object
¶ [Read-Write] An optional ability-specific object to be passed though the event
- Type
(Object)
-
property
optional_object2
¶ [Read-Write] A second optional ability-specific object to be passed though the event
- Type
(Object)
-
property
target_data
¶ [Read-Write] The polymorphic target information for the event
[Read-Write] Tags that the target has
- Type