unreal.ActiveGameplayEffectHandle
¶
- class unreal.ActiveGameplayEffectHandle¶
Bases:
StructBase
- This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect
For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: ActiveGameplayEffectHandle.h