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 byis_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:
my_target (Actor) –
event_type (GameplayCueEvent) –
parameters (GameplayCueParameters) –
- 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:
my_target (Actor) –
parameters (GameplayCueParameters) –
- Return type:
- on_execute(my_target, parameters) bool ¶
Called when a GameplayCue is executed, this is used for instant effects or periodic ticks
- Parameters:
my_target (Actor) –
parameters (GameplayCueParameters) –
- Return type:
- on_remove(my_target, parameters) bool ¶
Called when a GameplayCue with duration is removed
- Parameters:
my_target (Actor) –
parameters (GameplayCueParameters) –
- Return type:
- 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:
my_target (Actor) –
parameters (GameplayCueParameters) –
- Return type: