class unreal.GameplayTasksComponent(outer=None, name='None')

Bases: unreal.ActorComponent

The core ActorComponent for interfacing with the GameplayAbilities System

C++ Source:

  • Module: GameplayTasks

  • File: GameplayTasksComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_claimed_resources_change (OnClaimedResourcesChangeSignature): [Read-Write] On Claimed Resources Change

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

property on_claimed_resources_change

[Read-Write] On Claimed Resources Change



classmethod run_gameplay_task(task_owner, task, priority, additional_required_resources, additional_claimed_resources)GameplayTaskRunResult

END IGameplayTaskOwnerInterface


Return type