unreal.GameplayAbilityActorInfo
¶
- class unreal.GameplayAbilityActorInfo(owner_actor=None, avatar_actor=None, player_controller=None, ability_system_component=None, skeletal_mesh_component=None, anim_instance=None, movement_component=None, affected_anim_instance_tag='None')¶
Bases:
unreal.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 nullaffected_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 nullavatar_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 nullowner_actor
(Actor): [Read-Write] The actor that owns the abilities, shouldn’t be nullplayer_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¶
[Read-Only] Ability System component associated with the owner actor, shouldn’t be null
- Type
- property affected_anim_instance_tag¶
[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¶
[Read-Only] Anim instance of the avatar actor. Often null
- Type
- property avatar_actor¶
[Read-Only] The physical representation of the owner, used for targeting and animation. This will often be null!
- Type
(Actor)
- property movement_component¶
[Read-Only] Movement component of the avatar actor. Often null
- Type
- property player_controller¶
[Read-Only] PlayerController associated with the owning actor. This will often be null!
- Type
- property skeletal_mesh_component¶
[Read-Only] Skeletal mesh of the avatar actor. Often null
- Type