unreal.GameplayCueNotify_SpawnCondition

class unreal.GameplayCueNotify_SpawnCondition(locally_controlled_source=GameplayCueNotify_LocallyControlledSource.INSTIGATOR_ACTOR, locally_controlled_policy=GameplayCueNotify_LocallyControlledPolicy.ALWAYS, chance_to_play=1.0, allowed_surface_types=[], rejected_surface_types=[])

Bases: unreal.StructBase

FGameplayCueNotify_SpawnCondition

Conditions used to determine if the gameplay cue notify should spawn.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allowed_surface_types (Array(PhysicalSurface)): [Read-Write] Allowed Surface Types: The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.

  • chance_to_play (float): [Read-Write] Chance to Play: Random chance to play the effects. (1.0 = always play, 0.0 = never play)

  • locally_controlled_policy (GameplayCueNotify_LocallyControlledPolicy): [Read-Write] Locally Controlled Policy: Locally controlled policy used to determine if the gameplay cue effects should spawn.

  • locally_controlled_source (GameplayCueNotify_LocallyControlledSource): [Read-Write] Locally Controlled Source: Source actor to use when determining if it is locally controlled.

  • rejected_surface_types (Array(PhysicalSurface)): [Read-Write] Rejected Surface Types: The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.

property allowed_surface_types

[Read-Only] Allowed Surface Types: The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.

Type

(Array(PhysicalSurface))

property chance_to_play

[Read-Only] Chance to Play: Random chance to play the effects. (1.0 = always play, 0.0 = never play)

Type

(float)

property locally_controlled_policy

[Read-Only] Locally Controlled Policy: Locally controlled policy used to determine if the gameplay cue effects should spawn.

Type

(GameplayCueNotify_LocallyControlledPolicy)

property locally_controlled_source

[Read-Only] Locally Controlled Source: Source actor to use when determining if it is locally controlled.

Type

(GameplayCueNotify_LocallyControlledSource)

property rejected_surface_types

[Read-Only] Rejected Surface Types: The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.

Type

(Array(PhysicalSurface))