unreal.GameplayCueNotify_BurstEffects

class unreal.GameplayCueNotify_BurstEffects(burst_particles=[], burst_sounds=[], burst_camera_shake=[[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], ['None', GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, AttachmentRule.KEEP_WORLD, False, True, [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], None, 1.0, GameplayCueNotify_EffectPlaySpace.CAMERA_SPACE, False, False, False, 0.0, 0.0, 1.0], burst_camera_anim=[[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], None, 1.0, 1.0, 0.0, 0.0, GameplayCueNotify_EffectPlaySpace.CAMERA_SPACE, False, False, False], burst_camera_lens_effect=[[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], ['None', GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, AttachmentRule.KEEP_WORLD, False, True, [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], None, False, False, False, 0.0, 0.0], burst_force_feedback=[[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], ['None', GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, AttachmentRule.KEEP_WORLD, False, True, [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], None, 'None', False, False, False, False, 1.0, None], burst_decal=[[GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, GameplayCueNotify_LocallyControlledPolicy.ALWAYS, 1.0, [], []], ['None', GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, AttachmentRule.KEEP_WORLD, False, True, [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], None, [128.0, 256.0, 256.0], False, False, False, 0.0, 0.0])

Bases: unreal.StructBase

FGameplayCueNotify_BurstEffects

Set of effects to spawn for a single event, used by all gameplay cue notify types.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • burst_camera_anim (GameplayCueNotify_CameraAnimInfo): [Read-Write] Burst Camera Anim: Camera animation to be played on gameplay cue execution. This should never use a looping effect!

  • burst_camera_lens_effect (GameplayCueNotify_CameraLensEffectInfo): [Read-Write] Burst Camera Lens Effect: Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

  • burst_camera_shake (GameplayCueNotify_CameraShakeInfo): [Read-Write] Burst Camera Shake: Camera shake to be played on gameplay cue execution. This should never use a looping effect!

  • burst_decal (GameplayCueNotify_DecalInfo): [Read-Write] Burst Decal: Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

  • burst_force_feedback (GameplayCueNotify_ForceFeedbackInfo): [Read-Write] Burst Force Feedback: Force feedback to be played on gameplay cue execution. This should never use a looping effect!

  • burst_particles (Array(GameplayCueNotify_ParticleInfo)): [Read-Write] Burst Particles: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

  • burst_sounds (Array(GameplayCueNotify_SoundInfo)): [Read-Write] Burst Sounds: Sound to be played on gameplay cue execution. These should never use looping effects!

property burst_camera_anim

[Read-Only] Burst Camera Anim: Camera animation to be played on gameplay cue execution. This should never use a looping effect!

Type

(GameplayCueNotify_CameraAnimInfo)

property burst_camera_lens_effect

[Read-Only] Burst Camera Lens Effect: Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

Type

(GameplayCueNotify_CameraLensEffectInfo)

property burst_camera_shake

[Read-Only] Burst Camera Shake: Camera shake to be played on gameplay cue execution. This should never use a looping effect!

Type

(GameplayCueNotify_CameraShakeInfo)

property burst_decal

[Read-Only] Burst Decal: Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

Type

(GameplayCueNotify_DecalInfo)

property burst_force_feedback

[Read-Only] Burst Force Feedback: Force feedback to be played on gameplay cue execution. This should never use a looping effect!

Type

(GameplayCueNotify_ForceFeedbackInfo)

property burst_particles

[Read-Only] Burst Particles: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

Type

(Array(GameplayCueNotify_ParticleInfo))

property burst_sounds

[Read-Only] Burst Sounds: Sound to be played on gameplay cue execution. These should never use looping effects!

Type

(Array(GameplayCueNotify_SoundInfo))