unreal.AbilityAsync_WaitGameplayEffectApplied

class unreal.AbilityAsync_WaitGameplayEffectApplied(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: AbilityAsync

This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: AbilityAsync_WaitGameplayEffectApplied.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_applied (OnAppliedDelegate): [Read-Write] On Applied

property on_applied: OnAppliedDelegate

[Read-Write] On Applied

Type:

(OnAppliedDelegate)