unreal.GameplayAbilityActorInfo

class unreal.GameplayAbilityActorInfo(owner_actor: Actor = Ellipsis, avatar_actor: Actor = Ellipsis, player_controller: PlayerController = Ellipsis, ability_system_component: AbilitySystemComponent = Ellipsis, skeletal_mesh_component: SkeletalMeshComponent = Ellipsis, anim_instance: AnimInstance = Ellipsis, movement_component: MovementComponent = Ellipsis, affected_anim_instance_tag: Name = 'None')

Bases: StructBase

FGameplayAbilityActorInfo

Cached data associated with an Actor using an Ability.

-Initialized from an AActor* in InitFromActor -Abilities use this to know what to actor upon. E.g., instead of being coupled to a specific actor class. -These are generally passed around as pointers to support polymorphism. -Projects can override UAbilitySystemGlobals::AllocAbilityActorInfo to override the default struct type that is created.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayAbilityTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ability_system_component (AbilitySystemComponent): [Read-Write] Ability System component associated with the owner actor, shouldn’t be null

  • affected_anim_instance_tag (Name): [Read-Write] The linked Anim Instance that this component will play montages in. Use NAME_None for the main anim instance.

  • anim_instance (AnimInstance): [Read-Write] Anim instance of the avatar actor. Often null

  • avatar_actor (Actor): [Read-Write] The physical representation of the owner, used for targeting and animation. This will often be null!

  • movement_component (MovementComponent): [Read-Write] Movement component of the avatar actor. Often null

  • owner_actor (Actor): [Read-Write] The actor that owns the abilities, shouldn’t be null

  • player_controller (PlayerController): [Read-Write] PlayerController associated with the owning actor. This will often be null!

  • skeletal_mesh_component (SkeletalMeshComponent): [Read-Write] Skeletal mesh of the avatar actor. Often null

property ability_system_component: AbilitySystemComponent

[Read-Only] Ability System component associated with the owner actor, shouldn’t be null

Type:

(AbilitySystemComponent)

property affected_anim_instance_tag: Name

[Read-Only] The linked Anim Instance that this component will play montages in. Use NAME_None for the main anim instance.

Type:

(Name)

property anim_instance: AnimInstance

[Read-Only] Anim instance of the avatar actor. Often null

Type:

(AnimInstance)

property avatar_actor: Actor

[Read-Only] The physical representation of the owner, used for targeting and animation. This will often be null!

Type:

(Actor)

property movement_component: MovementComponent

[Read-Only] Movement component of the avatar actor. Often null

Type:

(MovementComponent)

property owner_actor: Actor

[Read-Only] The actor that owns the abilities, shouldn’t be null

Type:

(Actor)

property player_controller: PlayerController

[Read-Only] PlayerController associated with the owning actor. This will often be null!

Type:

(PlayerController)

property skeletal_mesh_component: SkeletalMeshComponent

[Read-Only] Skeletal mesh of the avatar actor. Often null

Type:

(SkeletalMeshComponent)