unreal.GameplayCueNotify_Static

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

Bases: Object

A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off “burst” effects.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotify_Static.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.

handle_gameplay_cue(my_target, event_type, parameters) None

Generic Event Graph event that will get called for every event type

Parameters:
on_active(my_target, parameters) bool

Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation

Parameters:
Return type:

bool

on_execute(my_target, parameters) bool

Called when a GameplayCue is executed, this is used for instant effects or periodic ticks

Parameters:
Return type:

bool

on_remove(my_target, parameters) bool

Called when a GameplayCue with duration is removed

Parameters:
Return type:

bool

while_active(my_target, parameters) bool

Called when a GameplayCue with duration is first seen as active, even if it wasn’t actually just applied (Join in progress, etc)

Parameters:
Return type:

bool