unreal.AbilitySystemLibrary
¶
- class unreal.AbilitySystemLibrary(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
Blueprint library for ability system. Many of these functions are useful to call from native as well
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: AbilitySystemBlueprintLibrary.h
- classmethod ability_target_data_from_actor(actor) GameplayAbilityTargetDataHandle ¶
Creates single actor target data
- Parameters
actor (Actor) –
- Return type
- classmethod ability_target_data_from_actor_array(actor_array, one_target_per_handle) GameplayAbilityTargetDataHandle ¶
Creates actor array target data
- Parameters
- Return type
- classmethod ability_target_data_from_hit_result(hit_result) GameplayAbilityTargetDataHandle ¶
Creates a target data with a single hit result
- Parameters
hit_result (HitResult) –
- Return type
- classmethod ability_target_data_from_locations(source_location, target_location) GameplayAbilityTargetDataHandle ¶
Creates a target data with a source and destination location
- Parameters
source_location (GameplayAbilityTargetingLocationInfo) –
target_location (GameplayAbilityTargetingLocationInfo) –
- Return type
- classmethod add_asset_tag(spec_handle, new_gameplay_tag) GameplayEffectSpecHandle ¶
Adds NewGameplayTag to this instance of the effect
- Parameters
spec_handle (GameplayEffectSpecHandle) –
new_gameplay_tag (GameplayTag) –
- Return type
- classmethod add_asset_tags(spec_handle, new_gameplay_tags) GameplayEffectSpecHandle ¶
Adds NewGameplayTags to this instance of the effect
- Parameters
spec_handle (GameplayEffectSpecHandle) –
new_gameplay_tags (GameplayTagContainer) –
- Return type
- classmethod add_granted_tag(spec_handle, new_gameplay_tag) GameplayEffectSpecHandle ¶
This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to
- Parameters
spec_handle (GameplayEffectSpecHandle) –
new_gameplay_tag (GameplayTag) –
- Return type
- classmethod add_granted_tags(spec_handle, new_gameplay_tags) GameplayEffectSpecHandle ¶
This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to
- Parameters
spec_handle (GameplayEffectSpecHandle) –
new_gameplay_tags (GameplayTagContainer) –
- Return type
- classmethod add_linked_gameplay_effect(spec_handle, linked_gameplay_effect) GameplayEffectSpecHandle ¶
Adds LinkedGameplayEffect to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. This will initialize the LinkedGameplayEffect’s Spec for you. Returns to NEW linked spec in case you want to add more to it.
- Parameters
spec_handle (GameplayEffectSpecHandle) –
- Return type
- classmethod add_linked_gameplay_effect_spec(spec_handle, linked_gameplay_effect_spec) GameplayEffectSpecHandle ¶
Adds LinkedGameplayEffectSpec to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. LinkedGameplayEffectSpec will not be modified here. Returns the ORIGINAL SpecHandle (legacy decision)
- Parameters
spec_handle (GameplayEffectSpecHandle) –
linked_gameplay_effect_spec (GameplayEffectSpecHandle) –
- Return type
- classmethod add_loose_gameplay_tags(actor, gameplay_tags, should_replicate=False) bool ¶
Manually adds a set of tags to a given actor, and optionally replicates them.
- Parameters
actor (Actor) –
gameplay_tags (GameplayTagContainer) –
should_replicate (bool) –
- Return type
- classmethod append_target_data_handle(target_handle, handle_to_add) GameplayAbilityTargetDataHandle ¶
Copies targets from HandleToAdd to TargetHandle
- Parameters
target_handle (GameplayAbilityTargetDataHandle) –
handle_to_add (GameplayAbilityTargetDataHandle) –
- Return type
- classmethod assign_set_by_caller_magnitude(spec_handle, data_name, magnitude) GameplayEffectSpecHandle ¶
Sets a raw name Set By Caller magnitude value, the tag version should normally be used
- Parameters
spec_handle (GameplayEffectSpecHandle) –
data_name (Name) –
magnitude (float) –
- Return type
- classmethod assign_tag_set_by_caller_magnitude(spec_handle, data_tag, magnitude) GameplayEffectSpecHandle ¶
Sets a gameplay tag Set By Caller magnitude value
- Parameters
spec_handle (GameplayEffectSpecHandle) –
data_tag (GameplayTag) –
magnitude (float) –
- Return type
- classmethod clone_spec_handle(new_instigator, effect_causer, gameplay_effect_spec_handle_clone) GameplayEffectSpecHandle ¶
Create a spec handle, cloning another
- Parameters
new_instigator (Actor) –
effect_causer (Actor) –
gameplay_effect_spec_handle_clone (GameplayEffectSpecHandle) –
- Return type
- classmethod does_gameplay_cue_meet_tag_requirements(parameters, source_tag_reqs, target_tag_reqs) bool ¶
Returns true if the aggregated source and target tags from the effect spec meets the tag requirements
- Parameters
parameters (GameplayCueParameters) –
source_tag_reqs (GameplayTagRequirements) –
target_tag_reqs (GameplayTagRequirements) –
- Return type
- classmethod does_target_data_contain_actor(target_data, index, actor) bool ¶
Returns true if the given TargetData has the actor passed in targeted
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
actor (Actor) –
- Return type
- classmethod effect_context_add_hit_result(effect_context, hit_result, reset) None ¶
Adds a hit result to the effect context
- Parameters
effect_context (GameplayEffectContextHandle) –
hit_result (HitResult) –
reset (bool) –
- classmethod effect_context_get_effect_causer(effect_context) Actor ¶
Gets the physical actor that caused the effect, possibly a projectile or weapon
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_get_hit_result(effect_context) HitResult ¶
Extracts a hit result from the effect context if it is set
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_get_instigator_actor(effect_context) Actor ¶
Gets the instigating actor (that holds the ability system component) of the EffectContext
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_get_origin(effect_context) Vector ¶
Gets the location the effect originated from
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_get_original_instigator_actor(effect_context) Actor ¶
Gets the original instigator actor that started the chain of events to cause this effect
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_get_source_object(effect_context) Object ¶
Gets the source object of the effect.
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_has_hit_result(effect_context) bool ¶
Returns true if there is a valid hit result inside the effect context
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_is_instigator_locally_controlled(effect_context) bool ¶
Returns true if the ability system component that instigated this is locally controlled
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_is_valid(effect_context) bool ¶
Returns true if this context has ever been initialized
- Parameters
effect_context (GameplayEffectContextHandle) –
- Return type
- classmethod effect_context_set_origin(effect_context, origin) None ¶
Sets the location the effect originated from
- Parameters
effect_context (GameplayEffectContextHandle) –
origin (Vector) –
- classmethod equal_equal_active_gameplay_effect_handle(a, b) bool ¶
Equality operator for two Active Gameplay Effect Handles
- Parameters
- Return type
- classmethod equal_equal_gameplay_ability_spec_handle(a, b) bool ¶
Equality operator for two Gameplay Ability Spec Handles
- Parameters
- Return type
- classmethod equal_equal_gameplay_attribute_gameplay_attribute(attribute_a, attribute_b) bool ¶
Simple equality operator for gameplay attributes
- Parameters
attribute_a (GameplayAttribute) –
attribute_b (GameplayAttribute) –
- Return type
- classmethod evaluate_attribute_value_with_tags(ability_system, attribute, source_tags, target_tags) -> (float, success=bool)¶
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. bSuccess indicates the success or failure of this operation.
- Parameters
ability_system (AbilitySystemComponent) –
attribute (GameplayAttribute) –
source_tags (GameplayTagContainer) –
target_tags (GameplayTagContainer) –
- Returns
success (bool):
- Return type
- classmethod evaluate_attribute_value_with_tags_and_base(ability_system, attribute, source_tags, target_tags, base_value) -> (float, success=bool)¶
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. bSuccess indicates the success or failure of this operation.
- Parameters
ability_system (AbilitySystemComponent) –
attribute (GameplayAttribute) –
source_tags (GameplayTagContainer) –
target_tags (GameplayTagContainer) –
base_value (float) –
- Returns
success (bool):
- Return type
- classmethod filter_target_data(target_data_handle, actor_filter_class) GameplayAbilityTargetDataHandle ¶
Create a new target data handle with filtration performed on the data
- Parameters
target_data_handle (GameplayAbilityTargetDataHandle) –
actor_filter_class (GameplayTargetDataFilterHandle) –
- Return type
- classmethod forward_gameplay_cue_to_target(target_cue_interface, event_type, parameters) None ¶
Forwards the gameplay cue to another gameplay cue interface object
- Parameters
target_cue_interface (GameplayCueInterface) –
event_type (GameplayCueEvent) –
parameters (GameplayCueParameters) –
- classmethod get_ability_system_component(actor) AbilitySystemComponent ¶
Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component search
- Parameters
actor (Actor) –
- Return type
- classmethod get_active_gameplay_effect_debug_string(active_handle) str ¶
Returns a debug string for display
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_active_gameplay_effect_expected_end_time(active_handle) float ¶
Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!)
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_active_gameplay_effect_remaining_duration(world_context_object, active_handle) float ¶
Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time
- Parameters
world_context_object (Object) –
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_active_gameplay_effect_stack_count(active_handle) int32 ¶
Returns current stack count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
int32
- classmethod get_active_gameplay_effect_stack_limit_count(active_handle) int32 ¶
Returns stack limit count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
int32
- classmethod get_active_gameplay_effect_start_time(active_handle) float ¶
Returns the start time (time which the GE was added) for a given GameplayEffect
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_active_gameplay_effect_total_duration(active_handle) float ¶
Returns the total duration for a given GameplayEffect
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_actor_by_index(parameters, index) Actor ¶
Returns actor stored in the Effect Context used by this cue
- Parameters
parameters (GameplayCueParameters) –
index (int32) –
- Return type
- classmethod get_actor_count(parameters) int32 ¶
Returns number of actors stored in the Effect Context used by this cue
- Parameters
parameters (GameplayCueParameters) –
- Return type
int32
- classmethod get_actors_from_target_data(target_data, index)¶
Returns all actors targeted, for a given index
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod get_all_actors_from_target_data(target_data)¶
Returns all actors targeted
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
- Return type
- classmethod get_all_linked_gameplay_effect_spec_handles(spec_handle)¶
Returns handles for all Linked GE Specs that SpecHandle may apply. Useful if you want to append additional information to them.
- Parameters
spec_handle (GameplayEffectSpecHandle) –
- Return type
- classmethod get_data_count_from_target_data(target_data) int32 ¶
Returns number of target data objects, not necessarily number of distinct targets
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
- Return type
int32
- classmethod get_effect_context(spec_handle) GameplayEffectContextHandle ¶
Gets the GameplayEffectSpec’s effect context handle
- Parameters
spec_handle (GameplayEffectSpecHandle) –
- Return type
- classmethod get_float_attribute(actor, attribute) -> (float, successfully_found_attribute=bool)¶
Returns the value of Attribute from the ability system component belonging to Actor.
- Parameters
actor (Actor) –
attribute (GameplayAttribute) –
- Returns
successfully_found_attribute (bool):
- Return type
- classmethod get_float_attribute_base(actor, attribute) -> (float, successfully_found_attribute=bool)¶
Returns the base value of Attribute from the ability system component belonging to Actor.
- Parameters
actor (Actor) –
attribute (GameplayAttribute) –
- Returns
successfully_found_attribute (bool):
- Return type
- classmethod get_float_attribute_base_from_ability_system_component(ability_system_component, attribute) -> (float, successfully_found_attribute=bool)¶
Returns the base value of Attribute from the ability system component AbilitySystemComponent.
- Parameters
ability_system_component (AbilitySystemComponent) –
attribute (GameplayAttribute) –
- Returns
successfully_found_attribute (bool):
- Return type
- classmethod get_float_attribute_from_ability_system_component(ability_system, attribute) -> (float, successfully_found_attribute=bool)¶
Returns the value of Attribute from the ability system component AbilitySystem.
- Parameters
ability_system (AbilitySystemComponent) –
attribute (GameplayAttribute) –
- Returns
successfully_found_attribute (bool):
- Return type
- classmethod get_gameplay_ability_from_spec_handle(ability_system, ability_spec_handle) -> (GameplayAbility, is_instance=bool)¶
Provides the Gameplay Ability object associated with an Ability Spec Handle This can be either an instanced ability, or in the case of shared abilities, the Class Default Object
- Parameters
ability_system (AbilitySystemComponent) –
ability_spec_handle (GameplayAbilitySpecHandle) –
- Returns
Pointer to the Gameplay Ability object
is_instance (bool): Set to true if this is an instanced ability instead of a shared CDO
- Return type
- classmethod get_gameplay_cue_direction(target_actor, parameters) Vector or None ¶
Gets the best normalized effect direction for this gameplay cue. This is useful for effects that require the direction of an enemy attack. Returns true if a valid direction could be calculated.
- Parameters
target_actor (Actor) –
parameters (GameplayCueParameters) –
- Returns
direction (Vector):
- Return type
Vector or None
- classmethod get_gameplay_cue_end_location_and_normal(target_actor, parameters) (location=Vector, normal=Vector) or None ¶
Gets the best end location and normal for this gameplay cue. If there is hit result data, it will return this. Otherwise it will return the target actor’s location/rotation. If none of this is available, it will return false.
- Parameters
target_actor (Actor) –
parameters (GameplayCueParameters) –
- Returns
location (Vector):
normal (Vector):
- Return type
tuple or None
- classmethod get_gameplay_effect_from_active_effect_handle(active_handle) GameplayEffect ¶
Returns the Gameplay Effect CDO from an active handle. This reference should be considered read only, but you can use it to read additional Gameplay Effect info, such as icon, description, etc.
- Parameters
active_handle (ActiveGameplayEffectHandle) –
- Return type
- classmethod get_gameplay_effect_ui_data(effect_class, data_type) GameplayEffectUIData ¶
Returns the UI data for a gameplay effect class (if any)
- Parameters
- Return type
- classmethod get_hit_result(parameters) HitResult ¶
Returns a hit result stored in the effect context if valid
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod get_hit_result_from_target_data(hit_result, index) HitResult ¶
Returns the hit result for a given index if it exists
- Parameters
hit_result (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod get_instigator_actor(parameters) Actor ¶
Gets the instigating actor (that holds the ability system component) of the GameplayCue
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod get_instigator_transform(parameters) Transform ¶
Gets instigating world location
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod get_modified_attribute_magnitude(spec_handle, attribute) float ¶
Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.
- Parameters
spec_handle (GameplayEffectSpecHandle) –
attribute (GameplayAttribute) –
- Return type
- classmethod get_origin(parameters) Vector ¶
Gets instigating world location
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod get_target_data_end_point(target_data, index) Vector ¶
Returns the end point for a given index if it exists
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod get_target_data_end_point_transform(target_data, index) Transform ¶
Returns the end point transform for a given index if it exists
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod get_target_data_origin(target_data, index) Transform ¶
Returns the origin for a given index if it exists
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod has_hit_result(parameters) bool ¶
Checks if the effect context has a hit reslt stored inside
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod is_instigator_locally_controlled(parameters) bool ¶
Returns true if the ability system component that spawned this cue is locally controlled
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod is_instigator_locally_controlled_player(parameters) bool ¶
Returns true if the ability system component that spawned this cue is locally controlled and a player
- Parameters
parameters (GameplayCueParameters) –
- Return type
- classmethod is_valid(attribute) bool ¶
Returns true if the attribute actually exists
- Parameters
attribute (GameplayAttribute) –
- Return type
- classmethod make_filter_handle(filter, filter_actor) GameplayTargetDataFilterHandle ¶
Create a handle for filtering target data, filling out all fields
- Parameters
filter (GameplayTargetDataFilter) –
filter_actor (Actor) –
- Return type
- classmethod make_spec_handle(gameplay_effect, instigator, effect_causer, level=1.000000) GameplayEffectSpecHandle ¶
Create a spec handle, filling out all fields
- Parameters
gameplay_effect (GameplayEffect) –
instigator (Actor) –
effect_causer (Actor) –
level (float) –
- Return type
- classmethod not_equal_active_gameplay_effect_handle(a, b) bool ¶
Inequality operator for two Active Gameplay Effect Handles
- Parameters
- Return type
- classmethod not_equal_gameplay_ability_spec_handle(a, b) bool ¶
Inequality operator for two Gameplay Ability Spec Handles
- Parameters
- Return type
- classmethod not_equal_gameplay_attribute_gameplay_attribute(attribute_a, attribute_b) bool ¶
Simple inequality operator for gameplay attributes
- Parameters
attribute_a (GameplayAttribute) –
attribute_b (GameplayAttribute) –
- Return type
- classmethod remove_loose_gameplay_tags(actor, gameplay_tags, should_replicate=False) bool ¶
Manually removes a set of tags from a given actor, with optional replication.
- Parameters
actor (Actor) –
gameplay_tags (GameplayTagContainer) –
should_replicate (bool) –
- Return type
- classmethod send_gameplay_event_to_actor(actor, event_tag, payload) None ¶
This function can be used to trigger an ability on the actor in question with useful payload data.
- Parameters
actor (Actor) –
event_tag (GameplayTag) –
payload (GameplayEventData) –
- classmethod set_duration(spec_handle, duration) GameplayEffectSpecHandle ¶
Manually sets the duration on a specific effect
- Parameters
spec_handle (GameplayEffectSpecHandle) –
duration (float) –
- Return type
- classmethod set_stack_count(spec_handle, stack_count) GameplayEffectSpecHandle ¶
Sets the GameplayEffectSpec’s StackCount to the specified amount (prior to applying)
- Parameters
spec_handle (GameplayEffectSpecHandle) –
stack_count (int32) –
- Return type
- classmethod set_stack_count_to_max(spec_handle) GameplayEffectSpecHandle ¶
Sets the GameplayEffectSpec’s StackCount to the max stack count defined in the GameplayEffect definition
- Parameters
spec_handle (GameplayEffectSpecHandle) –
- Return type
- classmethod target_data_has_actor(target_data, index) bool ¶
Returns true if the given TargetData has at least 1 actor targeted
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod target_data_has_end_point(target_data, index) bool ¶
Returns true if the target data has an end point
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod target_data_has_hit_result(hit_result, index) bool ¶
Returns true if the target data has a hit result
- Parameters
hit_result (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type
- classmethod target_data_has_origin(target_data, index) bool ¶
Returns true if the target data has an origin
- Parameters
target_data (GameplayAbilityTargetDataHandle) –
index (int32) –
- Return type