unreal.ConditionalGameplayEffect¶
- class unreal.ConditionalGameplayEffect(effect_class: Class = Ellipsis, required_source_tags: GameplayTagContainer = Ellipsis, removal_policy: GameplayEffectGrantedEffectRemovalPolicy = Ellipsis, stack_count_to_remove: int = 0)¶
Bases:
StructBaseStruct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffect.h
Editor Properties: (see get_editor_property/set_editor_property)
effect_class(type(Class)): [Read-Write] gameplay effect that will be applied to the targetremoval_policy(GameplayEffectGrantedEffectRemovalPolicy): [Read-Write] What happens to this applied effect when the Gameplay Effect that applied it is removed. Only relevant when this entry is used in UAdditionalEffectsGameplayEffectComponent::OnApplicationGameplayEffects.required_source_tags(GameplayTagContainer): [Read-Write] Tags that the source must have for this GE to apply. If this is blank, then there are no requirements to apply the EffectClass.stack_count_to_remove(int32): [Read-Write] Number of stacks to remove when RemovalPolicy is RemoveGrantedEffectOnEnd. INDEX_NONE (default) removes all stacks.
- property removal_policy: GameplayEffectGrantedEffectRemovalPolicy¶
[Read-Only] What happens to this applied effect when the Gameplay Effect that applied it is removed. Only relevant when this entry is used in UAdditionalEffectsGameplayEffectComponent::OnApplicationGameplayEffects.
- property required_source_tags: GameplayTagContainer¶
[Read-Only] Tags that the source must have for this GE to apply. If this is blank, then there are no requirements to apply the EffectClass.
- Type: