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 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: AbilitySystemComponent¶
[Read-Only] Ability System component associated with the owner actor, shouldn’t be null
- Type:
- 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:
- 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:
- 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:
- property skeletal_mesh_component: SkeletalMeshComponent¶
[Read-Only] Skeletal mesh of the avatar actor. Often null
- Type: