unreal.GameplayCueNotify_Burst

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

Bases: GameplayCueNotify_Static

UGameplayCueNotify_Burst

This is a non-instanced gameplay cue notify for effects that are one-offs. Since it is not instanced, it cannot do latent actions such as delays and time lines.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotify_Burst.h

Editor Properties: (see get_editor_property/set_editor_property)

  • burst_effects (GameplayCueNotify_BurstEffects): [Read-Write] Burst Effects: List of effects to spawn on burst.

  • default_placement_info (GameplayCueNotify_PlacementInfo): [Read-Write] Default Placement Info: Default placement rules. Applies for all spawns unless overridden.

  • default_spawn_condition (GameplayCueNotify_SpawnCondition): [Read-Write] Default Spawn Condition: Default condition to check before spawning anything. Applies for all spawns unless overridden.

  • gameplay_cue_tag (GameplayTag): [Read-Write] Gameplay Cue Tag: Tag this notify is activated by

  • is_override (bool): [Read-Write] Is Override: Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.

property burst_effects: GameplayCueNotify_BurstEffects

[Read-Only] Burst Effects: List of effects to spawn on burst.

Type:

(GameplayCueNotify_BurstEffects)

property default_placement_info: GameplayCueNotify_PlacementInfo

[Read-Only] Default Placement Info: Default placement rules. Applies for all spawns unless overridden.

Type:

(GameplayCueNotify_PlacementInfo)

property default_spawn_condition: GameplayCueNotify_SpawnCondition

[Read-Only] Default Spawn Condition: Default condition to check before spawning anything. Applies for all spawns unless overridden.

Type:

(GameplayCueNotify_SpawnCondition)

on_burst(target, parameters, spawn_results) None

On Burst

Parameters: