unreal.GameplayCueNotify_PlacementInfo

class unreal.GameplayCueNotify_PlacementInfo(socket_name='None', attach_policy=GameplayCueNotify_AttachPolicy.DO_NOT_ATTACH, attachment_rule=AttachmentRule.KEEP_WORLD, override_rotation=False, override_scale=True, rotation_override=[0.0, 0.0, 0.0], scale_override=[1.0, 1.0, 1.0])

Bases: unreal.StructBase

FGameplayCueNotify_PlacementInfo

Specifies how the gameplay cue notify will be positioned in the world.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attach_policy (GameplayCueNotify_AttachPolicy): [Read-Write] Attach Policy: Whether to attach to the target actor or not attach.

  • attachment_rule (AttachmentRule): [Read-Write] Attachment Rule: How the transform is handled when attached.

  • override_rotation (bool): [Read-Write] Override Rotation: If enabled, will always spawn using rotation override.

  • override_scale (bool): [Read-Write] Override Scale: If enabled, will always spawn using the scale override.

  • rotation_override (Rotator): [Read-Write] Rotation Override: If enabled, will always spawn using rotation override. This will also set the rotation to be absolute, so any changes to the parent’s rotation will be ignored after attachment.

  • scale_override (Vector): [Read-Write] Scale Override: If enabled, will always spawn using scale override. This will also set the scale to be absolute, so any changes to the parent’s scale will be ignored after attachment.

  • socket_name (Name): [Read-Write] Socket Name: Target’s socket (or bone) used for location and rotation. If “None”, it uses the target’s root.

property attach_policy

[Read-Only] Attach Policy: Whether to attach to the target actor or not attach.

Type

(GameplayCueNotify_AttachPolicy)

property attachment_rule

[Read-Only] Attachment Rule: How the transform is handled when attached.

Type

(AttachmentRule)

property override_rotation

[Read-Only] Override Rotation: If enabled, will always spawn using rotation override.

Type

(bool)

property override_scale

[Read-Only] Override Scale: If enabled, will always spawn using the scale override.

Type

(bool)

property rotation_override

[Read-Only] Rotation Override: If enabled, will always spawn using rotation override. This will also set the rotation to be absolute, so any changes to the parent’s rotation will be ignored after attachment.

Type

(Rotator)

property scale_override

[Read-Only] Scale Override: If enabled, will always spawn using scale override. This will also set the scale to be absolute, so any changes to the parent’s scale will be ignored after attachment.

Type

(Vector)

property socket_name

[Read-Only] Socket Name: Target’s socket (or bone) used for location and rotation. If “None”, it uses the target’s root.

Type

(Name)