unreal.GameplayAbilityInstancingPolicy

class unreal.GameplayAbilityInstancingPolicy

Bases: EnumBase

How the ability is instanced when executed. This limits what an ability can do in its implementation. For example, a NonInstanced Ability cannot have state. It is probably unsafe for an InstancedPerActor ability to have latent actions, etc.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayAbilityTypes.h

INSTANCED_PER_ACTOR: GameplayAbilityInstancingPolicy = Ellipsis

Each actor gets it’s own single instance of this ability, which supports replication to its owning actor to allow RPC’s within the ability. As it is a single instance, only one ability maybe active at any time. State is saved between activations.

Type:

1

INSTANCED_PER_EXECUTION: GameplayAbilityInstancingPolicy = Ellipsis

We instance this ability each time it is executed. Replication currently unsupported. These can have multiple running at the same time, and no state is saved between execution.

Type:

2

NON_INSTANCED: GameplayAbilityInstancingPolicy = Ellipsis

This ability is never instanced. Anything that executes the ability is operating on the CDO.

Type:

0