unreal.GameplayAbility_Montage

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

Bases: GameplayAbility

A gameplay ability that plays a single montage and applies a GameplayEffect

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayAbility_Montage.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ability_tags (GameplayTagContainer): [Read-Write] Ability Tags: This ability has these tags

  • ability_triggers (Array[AbilityTriggerData]): [Read-Write] Ability Triggers: Triggers to determine if this ability should execute in response to an event

  • activation_blocked_tags (GameplayTagContainer): [Read-Write] Activation Blocked Tags: This ability is blocked if the activating actor/component has any of these tags

  • activation_owned_tags (GameplayTagContainer): [Read-Write] Activation Owned Tags: Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals.

  • activation_required_tags (GameplayTagContainer): [Read-Write] Activation Required Tags: This ability can only be activated if the activating actor/component has all of these tags

  • block_abilities_with_tag (GameplayTagContainer): [Read-Write] Block Abilities with Tag: Abilities with these tags are blocked while this ability is active

  • cancel_abilities_with_tag (GameplayTagContainer): [Read-Write] Cancel Abilities with Tag: Abilities with these tags are cancelled when this ability is executed

  • cooldown_gameplay_effect_class (type(Class)): [Read-Write] Cooldown Gameplay Effect Class: This GameplayEffect represents the cooldown. It will be applied when the ability is committed and the ability cannot be used again until it is expired.

  • cost_gameplay_effect_class (type(Class)): [Read-Write] Cost Gameplay Effect Class: This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed.

  • current_activation_info (GameplayAbilityActivationInfo): [Read-Write] Current Activation Info: This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc.

  • current_event_data (GameplayEventData): [Read-Write] Current Event Data: Information specific to this instance of the ability, if it was activated by an event

  • gameplay_effect_classes_while_animating (Array[type(Class)]): [Read-Write] Gameplay Effect Classes While Animating: GameplayEffects to apply and then remove while the animation is playing

  • gameplay_effects_while_animating (Array[GameplayEffect]): [Read-Only] Gameplay Effects While Animating: Deprecated. Use GameplayEffectClassesWhileAnimating instead.

  • instancing_policy (GameplayAbilityInstancingPolicy): [Read-Write] Instancing Policy: How the ability is instanced when executed. This limits what an ability can do in its implementation.

  • mark_pending_kill_on_ability_end (bool): [Read-Write] Mark Pending Kill on Ability End: Flag that is set by AbilitySystemComponent::OnRemoveAbility to indicate the ability needs to be cleaned up in AbilitySystemComponent::NotifyAbilityEnded

  • montage_to_play (AnimMontage): [Read-Write] Montage to Play

  • net_execution_policy (GameplayAbilityNetExecutionPolicy): [Read-Write] Net Execution Policy: How does an ability execute on the network. Does a client “ask and predict”, “ask and wait”, “don’t ask (just do it)”.

  • net_security_policy (GameplayAbilityNetSecurityPolicy): [Read-Write] Net Security Policy: What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?

  • play_rate (float): [Read-Write] Play Rate

  • replicate_input_directly (bool): [Read-Write] Replicate Input Directly: If true, this ability will always replicate input press/release events to the server.

  • replication_policy (GameplayAbilityReplicationPolicy): [Read-Write] Replication Policy: How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy.

  • retrigger_instanced_ability (bool): [Read-Write] Retrigger Instanced Ability: if true, and trying to activate an already active instanced ability, end it and re-trigger it.

  • section_name (Name): [Read-Write] Section Name

  • server_respects_remote_ability_cancellation (bool): [Read-Write] Server Respects Remote Ability Cancellation: If this is set, the server-side version of the ability can be canceled by the client-side version. The client-side version can always be canceled by the server.

  • source_blocked_tags (GameplayTagContainer): [Read-Write] Source Blocked Tags: This ability is blocked if the source actor/component has any of these tags

  • source_required_tags (GameplayTagContainer): [Read-Write] Source Required Tags: This ability can only be activated if the source actor/component has all of these tags

  • target_blocked_tags (GameplayTagContainer): [Read-Write] Target Blocked Tags: This ability is blocked if the target actor/component has any of these tags

  • target_required_tags (GameplayTagContainer): [Read-Write] Target Required Tags: This ability can only be activated if the target actor/component has all of these tags