unreal.GameplayCueNotify_Burst
¶
- class unreal.GameplayCueNotify_Burst(outer: Object | None = None, name: 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] List of effects to spawn on burst.default_placement_info
(GameplayCueNotify_PlacementInfo): [Read-Write] Default placement rules. Applies for all spawns unless overridden.default_spawn_condition
(GameplayCueNotify_SpawnCondition): [Read-Write] Default condition to check before spawning anything. Applies for all spawns unless overridden.gameplay_cue_tag
(GameplayTag): [Read-Write] Tag this notify is activated byis_override
(bool): [Read-Write] 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] List of effects to spawn on burst.
- Type:
- property default_placement_info: GameplayCueNotify_PlacementInfo¶
[Read-Only] Default placement rules. Applies for all spawns unless overridden.
- Type:
- property default_spawn_condition: GameplayCueNotify_SpawnCondition¶
[Read-Only] Default condition to check before spawning anything. Applies for all spawns unless overridden.
- Type:
- on_burst(target, parameters, spawn_results) None ¶
On Burst
- Parameters:
target (Actor) –
parameters (GameplayCueParameters) –
spawn_results (GameplayCueNotify_SpawnResult) –