class unreal.ActiveGameplayEffectHandle

Bases: StructBase

This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect

For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: ActiveGameplayEffectHandle.h

__eq__(other: object) bool


  • ActiveGameplayEffectHandle Equality operator for two Active Gameplay Effect Handles

__ne__(other: object) bool


  • ActiveGameplayEffectHandle Inequality operator for two Active Gameplay Effect Handles