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!
- 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!
- 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!
- 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
- 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!
- property burst_particles¶
[Read-Only] Burst Particles: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!
- Type
- property burst_sounds¶
[Read-Only] Burst Sounds: Sound to be played on gameplay cue execution. These should never use looping effects!
- Type