unreal.GameplayAbility_Interact

class unreal.GameplayAbility_Interact(outer: Object | None = None, name: Name | str = 'None')

Bases: GameplayAbility

Gameplay ability for interacting with a target(s).

This ability will trigger interactions on its current list of available targets which are populated via the UpdateInteractions functions.

When UpdateInteractions is called, it provides a nice place to update some UI or other things you may want to do to display to your player that interactions are now available.

C++ Source:

  • Plugin: InteractionInterface

  • Module: InteractableInterface

  • File: InteractionTask_WaitForTargets.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ability_tags (GameplayTagContainer): [Read-Write]

  • ability_triggers (Array[AbilityTriggerData]): [Read-Write] Triggers to determine if this ability should execute in response to an event

  • activation_blocked_tags (GameplayTagContainer): [Read-Write] This ability is blocked if the activating actor/component has any of these tags

  • activation_owned_tags (GameplayTagContainer): [Read-Write] Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals.

  • activation_required_tags (GameplayTagContainer): [Read-Write] This ability can only be activated if the activating actor/component has all of these tags

  • block_abilities_with_tag (GameplayTagContainer): [Read-Write] Abilities with these tags are blocked while this ability is active

  • cancel_abilities_with_tag (GameplayTagContainer): [Read-Write] Abilities with these tags are cancelled when this ability is executed

  • cooldown_gameplay_effect_class (type(Class)): [Read-Write] This GameplayEffect represents the cooldown. It will be applied when the ability is committed and the ability cannot be used again until it is expired.

  • cost_gameplay_effect_class (type(Class)): [Read-Write] This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed.

  • current_activation_info (GameplayAbilityActivationInfo): [Read-Write] This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc.

  • current_available_targets (Array[InteractionTarget]): [Read-Write] Array of available interaction targets to interact with. This is populated by “UpdateInteractions” and normally after an ability task to gather the available targets has completed.

  • current_event_data (GameplayEventData): [Read-Write] Information specific to this instance of the ability, if it was activated by an event

  • instancing_policy (GameplayAbilityInstancingPolicy): [Read-Write] How the ability is instanced when executed. This limits what an ability can do in its implementation.

  • interaction_scan_range (float): [Read-Write] The range to scan for available targets. A sphere of this radius will be cast around this ability’s owning actor to check for nearby interactions.

  • interaction_scan_rate (float): [Read-Write] How often to scan for targets. A world OverlapMultiByChannel call will happen at this rate to check for available interactions around us.

  • interaction_trace_channel (CollisionChannel): [Read-Write] The collision channel to use when checking for interaction targets within the given area

  • mark_pending_kill_on_ability_end (bool): [Read-Write] deprecated: This is unsafe. Do not use.

  • net_execution_policy (GameplayAbilityNetExecutionPolicy): [Read-Write] How does an ability execute on the network. Does a client “ask and predict”, “ask and wait”, “don’t ask (just do it)”.

  • net_security_policy (GameplayAbilityNetSecurityPolicy): [Read-Write] What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?

  • replicate_input_directly (bool): [Read-Write] If true, this ability will always replicate input press/release events to the server.

  • replication_policy (GameplayAbilityReplicationPolicy): [Read-Write] How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy.

  • retrigger_instanced_ability (bool): [Read-Write] if true, and trying to activate an already active instanced ability, end it and re-trigger it.

  • server_respects_remote_ability_cancellation (bool): [Read-Write] If this is set, the server-side version of the ability can be canceled by the client-side version. The client-side version can always be canceled by the server.

  • source_blocked_tags (GameplayTagContainer): [Read-Write] This ability is blocked if the source actor/component has any of these tags

  • source_required_tags (GameplayTagContainer): [Read-Write] This ability can only be activated if the source actor/component has all of these tags

  • target_blocked_tags (GameplayTagContainer): [Read-Write] This ability is blocked if the target actor/component has any of these tags

  • target_required_tags (GameplayTagContainer): [Read-Write] This ability can only be activated if the target actor/component has all of these tags

property current_available_targets: None

[Read-Only] Array of available interaction targets to interact with. This is populated by “UpdateInteractions” and normally after an ability task to gather the available targets has completed.

Type:

(Array[InteractionTarget])

on_available_interactions_updated() None

Called when this ability’s available interaction targets have been updated.

This is a good place to update some UI or display some message to the user that they can now interact with the current targets.

on_trigger_interaction() None

Triggers the interaction with one or more of the currently available targets. Override this in blueprints or native C++ to decide which of the currently available targets you would like to interact with and how.

trigger_interaction() None

Attempts to begin the interaction with the current targets.

update_interactions(available_targets) None

Update the available interactions that this ability can trigger. This is normally populated via an async task running in the ability blueprint to gather nearby targets.

Parameters:

available_targets (Array[InteractionTarget])