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
- property instigator_tags¶
[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
- property target_tags¶
[Read-Write] Tags that the target has
- Type