unreal.GameplayAbilityInstancingPolicy¶
- class unreal.GameplayAbilityInstancingPolicy¶
Bases:
EnumBaseHow 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