unreal.GameplayEffect

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

Bases: Object

UGameplayEffect

The GameplayEffect definition. This is the data asset defined in the editor that drives everything.

This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayEffect.h

Editor Properties: (see get_editor_property/set_editor_property)

  • application_requirements (Array[type(Class)]): [Read-Write] Application Requirements

  • application_tag_requirements (GameplayTagRequirements): [Read-Write] Application Tag Requirements: Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.

  • chance_to_apply_to_target (ScalableFloat): [Read-Write] Chance to Apply to Target: Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)

  • clear_stack_on_overflow (bool): [Read-Write] Clear Stack on Overflow: If true, the entire stack of the effect will be cleared once it overflows

  • conditional_gameplay_effects (Array[ConditionalGameplayEffect]): [Read-Write] Conditional Gameplay Effects: other gameplay effects that will be applied to the target of this effect if this effect applies

  • deny_overflow_application (bool): [Read-Write] Deny Overflow Application: If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

  • duration_magnitude (GameplayEffectModifierMagnitude): [Read-Write] Duration Magnitude: Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.

  • duration_policy (GameplayEffectDurationType): [Read-Write] Duration Policy: Policy for the duration of this effect

  • execute_periodic_effect_on_application (bool): [Read-Write] Execute Periodic Effect on Application: If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.

  • executions (Array[GameplayEffectExecutionDefinition]): [Read-Write] Executions

  • gameplay_cues (Array[GameplayEffectCue]): [Read-Write] Gameplay Cues: Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

  • granted_abilities (Array[GameplayAbilitySpecDef]): [Read-Write] Granted Abilities: Granted abilities

  • granted_application_immunity_query (GameplayEffectQuery): [Read-Write] Granted Application Immunity Query: Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.

  • granted_application_immunity_tags (GameplayTagRequirements): [Read-Write] Granted Application Immunity Tags: Grants the owner immunity from these source tags.

  • inheritable_blocked_ability_tags_container (InheritedTagContainer): [Read-Write] Inheritable Blocked Ability Tags Container: These blocked ability tags are applied to the actor I am applied to

  • inheritable_gameplay_effect_tags (InheritedTagContainer): [Read-Write] Inheritable Gameplay Effect Tags: The GameplayEffect’s Tags: tags the the GE has and DOES NOT give to the actor.

  • inheritable_owned_tags_container (InheritedTagContainer): [Read-Write] Inheritable Owned Tags Container: These tags are applied to the actor I am applied to

  • modifiers (Array[GameplayModifierInfo]): [Read-Write] Modifiers: Array of modifiers that will affect the target of this effect

  • ongoing_tag_requirements (GameplayTagRequirements): [Read-Write] Ongoing Tag Requirements: Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.

  • overflow_effects (Array[type(Class)]): [Read-Write] Overflow Effects: Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.

  • period (ScalableFloat): [Read-Write] Period: Period in seconds. 0.0 for non-periodic effects

  • periodic_inhibition_policy (GameplayEffectPeriodInhibitionRemovedPolicy): [Read-Write] Periodic Inhibition Policy

  • premature_expiration_effect_classes (Array[type(Class)]): [Read-Write] Premature Expiration Effect Classes: Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

  • removal_tag_requirements (GameplayTagRequirements): [Read-Write] Removal Tag Requirements: Tag requirements that if met will remove this effect. Also prevents effect application.

  • remove_gameplay_effect_query (GameplayEffectQuery): [Read-Write] Remove Gameplay Effect Query: On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.

  • remove_gameplay_effects_with_tags (InheritedTagContainer): [Read-Write] Remove Gameplay Effects with Tags: GameplayEffects that have tags in this container will be cleared upon effect application.

  • require_modifier_success_to_trigger_cues (bool): [Read-Write] Require Modifier Success to Trigger Cues: If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

  • routine_expiration_effect_classes (Array[type(Class)]): [Read-Write] Routine Expiration Effect Classes: Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

  • stack_duration_refresh_policy (GameplayEffectStackingDurationPolicy): [Read-Write] Stack Duration Refresh Policy: Policy for how the effect duration should be refreshed while stacking

  • stack_expiration_policy (GameplayEffectStackingExpirationPolicy): [Read-Write] Stack Expiration Policy: Policy for how to handle duration expiring on this gameplay effect

  • stack_limit_count (int32): [Read-Write] Stack Limit Count: Stack limit for StackingType

  • stack_period_reset_policy (GameplayEffectStackingPeriodPolicy): [Read-Write] Stack Period Reset Policy: Policy for how the effect period should be reset (or not) while stacking

  • stacking_type (GameplayEffectStackingType): [Read-Write] Stacking Type: How this GameplayEffect stacks with other instances of this same GameplayEffect

  • suppress_stacking_cues (bool): [Read-Write] Suppress Stacking Cues: If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.

  • ui_data (GameplayEffectUIData): [Read-Write] UIData: Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.

property application_tag_requirements: GameplayTagRequirements

[Read-Only] Application Tag Requirements: Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.

Type:

(GameplayTagRequirements)

property clear_stack_on_overflow: bool

[Read-Only] Clear Stack on Overflow: If true, the entire stack of the effect will be cleared once it overflows

Type:

(bool)

property conditional_gameplay_effects: Array[ConditionalGameplayEffect]

[Read-Only] Conditional Gameplay Effects: other gameplay effects that will be applied to the target of this effect if this effect applies

Type:

(Array[ConditionalGameplayEffect])

property deny_overflow_application: bool

[Read-Only] Deny Overflow Application: If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

Type:

(bool)

property execute_periodic_effect_on_application: bool

[Read-Only] Execute Periodic Effect on Application: If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.

Type:

(bool)

property executions: Array[GameplayEffectExecutionDefinition]

[Read-Only] Executions

Type:

(Array[GameplayEffectExecutionDefinition])

property gameplay_cues: Array[GameplayEffectCue]

[Read-Only] Gameplay Cues: Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

Type:

(Array[GameplayEffectCue])

get_owned_gameplay_tags() GameplayTagContainer

Get any owned gameplay tags on the asset

Returns:

tag_container (GameplayTagContainer):

Return type:

GameplayTagContainer

property granted_abilities: Array[GameplayAbilitySpecDef]

[Read-Only] Granted Abilities: Granted abilities

Type:

(Array[GameplayAbilitySpecDef])

property granted_application_immunity_query: GameplayEffectQuery

[Read-Only] Granted Application Immunity Query: Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.

Type:

(GameplayEffectQuery)

property granted_application_immunity_tags: GameplayTagRequirements

[Read-Only] Granted Application Immunity Tags: Grants the owner immunity from these source tags.

Type:

(GameplayTagRequirements)

has_all_matching_gameplay_tags(tag_container) bool

Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags)

Parameters:

tag_container (GameplayTagContainer) – Tag container to check for a match

Returns:

True if the asset has matches all of the gameplay tags, will be true if container is empty

Return type:

bool

has_any_matching_gameplay_tags(tag_container) bool

Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags)

Parameters:

tag_container (GameplayTagContainer) – Tag container to check for a match

Returns:

True if the asset has matches any of the gameplay tags, will be false if container is empty

Return type:

bool

has_matching_gameplay_tag(tag_to_check) bool

Check if the asset has a gameplay tag that matches against the specified tag (expands to include parents of asset tags)

Parameters:

tag_to_check (GameplayTag) – Tag to check for a match

Returns:

True if the asset has a gameplay tag that matches, false if not

Return type:

bool

property inheritable_blocked_ability_tags_container: InheritedTagContainer

[Read-Only] Inheritable Blocked Ability Tags Container: These blocked ability tags are applied to the actor I am applied to

Type:

(InheritedTagContainer)

property inheritable_clear_tags_container: InheritedTagContainer

‘inheritable_clear_tags_container’ was renamed to ‘remove_gameplay_effects_with_tags’.

Type:

deprecated

property inheritable_gameplay_effect_tags: InheritedTagContainer

[Read-Only] Inheritable Gameplay Effect Tags: The GameplayEffect’s Tags: tags the the GE has and DOES NOT give to the actor.

Type:

(InheritedTagContainer)

property inheritable_owned_tags_container: InheritedTagContainer

[Read-Only] Inheritable Owned Tags Container: These tags are applied to the actor I am applied to

Type:

(InheritedTagContainer)

property modifiers: Array[GameplayModifierInfo]

[Read-Only] Modifiers: Array of modifiers that will affect the target of this effect

Type:

(Array[GameplayModifierInfo])

property ongoing_tag_requirements: GameplayTagRequirements

[Read-Only] Ongoing Tag Requirements: Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.

Type:

(GameplayTagRequirements)

property overflow_effects: Array[Class]

[Read-Only] Overflow Effects: Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.

Type:

(Array[type(Class)])

property period: ScalableFloat

[Read-Only] Period: Period in seconds. 0.0 for non-periodic effects

Type:

(ScalableFloat)

property periodic_inhibition_policy: GameplayEffectPeriodInhibitionRemovedPolicy

[Read-Only] Periodic Inhibition Policy

Type:

(GameplayEffectPeriodInhibitionRemovedPolicy)

property premature_expiration_effect_classes: Array[Class]

[Read-Only] Premature Expiration Effect Classes: Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

Type:

(Array[type(Class)])

property removal_tag_requirements: GameplayTagRequirements

[Read-Only] Removal Tag Requirements: Tag requirements that if met will remove this effect. Also prevents effect application.

Type:

(GameplayTagRequirements)

property remove_gameplay_effect_query: GameplayEffectQuery

[Read-Only] Remove Gameplay Effect Query: On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.

Type:

(GameplayEffectQuery)

property remove_gameplay_effects_with_tags: InheritedTagContainer

[Read-Only] Remove Gameplay Effects with Tags: GameplayEffects that have tags in this container will be cleared upon effect application.

Type:

(InheritedTagContainer)

property require_modifier_success_to_trigger_cues: bool

[Read-Only] Require Modifier Success to Trigger Cues: If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

Type:

(bool)

property routine_expiration_effect_classes: Array[Class]

[Read-Only] Routine Expiration Effect Classes: Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

Type:

(Array[type(Class)])

property stack_duration_refresh_policy: GameplayEffectStackingDurationPolicy

[Read-Only] Stack Duration Refresh Policy: Policy for how the effect duration should be refreshed while stacking

Type:

(GameplayEffectStackingDurationPolicy)

property stack_expiration_policy: GameplayEffectStackingExpirationPolicy

[Read-Only] Stack Expiration Policy: Policy for how to handle duration expiring on this gameplay effect

Type:

(GameplayEffectStackingExpirationPolicy)

property stack_limit_count: int

[Read-Only] Stack Limit Count: Stack limit for StackingType

Type:

(int32)

property stack_period_reset_policy: GameplayEffectStackingPeriodPolicy

[Read-Only] Stack Period Reset Policy: Policy for how the effect period should be reset (or not) while stacking

Type:

(GameplayEffectStackingPeriodPolicy)

property stacking_type: GameplayEffectStackingType

[Read-Only] Stacking Type: How this GameplayEffect stacks with other instances of this same GameplayEffect

Type:

(GameplayEffectStackingType)

property ui_data: GameplayEffectUIData

[Read-Only] UIData: Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.

Type:

(GameplayEffectUIData)