unreal.GameplayCueNotify_LoopingEffects

class unreal.GameplayCueNotify_LoopingEffects(looping_particles=[], looping_sounds=[], looping_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], looping_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], looping_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], looping_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])

Bases: unreal.StructBase

FGameplayCueNotify_LoopingEffects

Set of looping effects to spawn for looping gameplay cues.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • looping_camera_anim (GameplayCueNotify_CameraAnimInfo): [Read-Write] Looping Camera Anim: Camera animation to be played on gameplay cue loop start.

  • looping_camera_lens_effect (GameplayCueNotify_CameraLensEffectInfo): [Read-Write] Looping Camera Lens Effect: Camera lens effect to be played on gameplay cue loop start.

  • looping_camera_shake (GameplayCueNotify_CameraShakeInfo): [Read-Write] Looping Camera Shake: Camera shake to be played on gameplay cue loop start.

  • looping_force_feedback (GameplayCueNotify_ForceFeedbackInfo): [Read-Write] Looping Force Feedback: Force feedback to be played on gameplay cue loop start.

  • looping_particles (Array(GameplayCueNotify_ParticleInfo)): [Read-Write] Looping Particles: Particle systems to be spawned on gameplay cue loop start.

  • looping_sounds (Array(GameplayCueNotify_SoundInfo)): [Read-Write] Looping Sounds: Sound to be played on gameplay cue loop start.

property looping_camera_anim

[Read-Only] Looping Camera Anim: Camera animation to be played on gameplay cue loop start.

Type

(GameplayCueNotify_CameraAnimInfo)

property looping_camera_lens_effect

[Read-Only] Looping Camera Lens Effect: Camera lens effect to be played on gameplay cue loop start.

Type

(GameplayCueNotify_CameraLensEffectInfo)

property looping_camera_shake

[Read-Only] Looping Camera Shake: Camera shake to be played on gameplay cue loop start.

Type

(GameplayCueNotify_CameraShakeInfo)

property looping_force_feedback

[Read-Only] Looping Force Feedback: Force feedback to be played on gameplay cue loop start.

Type

(GameplayCueNotify_ForceFeedbackInfo)

property looping_particles

[Read-Only] Looping Particles: Particle systems to be spawned on gameplay cue loop start.

Type

(Array(GameplayCueNotify_ParticleInfo))

property looping_sounds

[Read-Only] Looping Sounds: Sound to be played on gameplay cue loop start.

Type

(Array(GameplayCueNotify_SoundInfo))