unreal.GameplayAbility_Montage
¶
- class unreal.GameplayAbility_Montage(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
GameplayAbility
A gameplay ability that plays a single montage and applies a GameplayEffect
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbility_Montage.h
Editor Properties: (see get_editor_property/set_editor_property)
ability_tags
(GameplayTagContainer): [Read-Write] Ability Tags: This ability has these tagsability_triggers
(Array[AbilityTriggerData]): [Read-Write] Ability Triggers: Triggers to determine if this ability should execute in response to an eventactivation_blocked_tags
(GameplayTagContainer): [Read-Write] Activation Blocked Tags: This ability is blocked if the activating actor/component has any of these tagsactivation_owned_tags
(GameplayTagContainer): [Read-Write] Activation Owned Tags: 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] Activation Required Tags: This ability can only be activated if the activating actor/component has all of these tagsblock_abilities_with_tag
(GameplayTagContainer): [Read-Write] Block Abilities with Tag: Abilities with these tags are blocked while this ability is activecancel_abilities_with_tag
(GameplayTagContainer): [Read-Write] Cancel Abilities with Tag: Abilities with these tags are cancelled when this ability is executedcooldown_gameplay_effect_class
(type(Class)): [Read-Write] Cooldown Gameplay Effect Class: 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] Cost Gameplay Effect Class: 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] Current Activation Info: This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc.current_event_data
(GameplayEventData): [Read-Write] Current Event Data: Information specific to this instance of the ability, if it was activated by an eventgameplay_effect_classes_while_animating
(Array[type(Class)]): [Read-Write] Gameplay Effect Classes While Animating: GameplayEffects to apply and then remove while the animation is playinggameplay_effects_while_animating
(Array[GameplayEffect]): [Read-Only] Gameplay Effects While Animating: Deprecated. Use GameplayEffectClassesWhileAnimating instead.instancing_policy
(GameplayAbilityInstancingPolicy): [Read-Write] Instancing Policy: How the ability is instanced when executed. This limits what an ability can do in its implementation.mark_pending_kill_on_ability_end
(bool): [Read-Write] Mark Pending Kill on Ability End: Flag that is set by AbilitySystemComponent::OnRemoveAbility to indicate the ability needs to be cleaned up in AbilitySystemComponent::NotifyAbilityEndedmontage_to_play
(AnimMontage): [Read-Write] Montage to Playnet_execution_policy
(GameplayAbilityNetExecutionPolicy): [Read-Write] Net Execution Policy: 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] Net Security Policy: What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?play_rate
(float): [Read-Write] Play Ratereplicate_input_directly
(bool): [Read-Write] Replicate Input Directly: If true, this ability will always replicate input press/release events to the server.replication_policy
(GameplayAbilityReplicationPolicy): [Read-Write] Replication Policy: How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy.retrigger_instanced_ability
(bool): [Read-Write] Retrigger Instanced Ability: if true, and trying to activate an already active instanced ability, end it and re-trigger it.section_name
(Name): [Read-Write] Section Nameserver_respects_remote_ability_cancellation
(bool): [Read-Write] Server Respects Remote Ability Cancellation: 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] Source Blocked Tags: This ability is blocked if the source actor/component has any of these tagssource_required_tags
(GameplayTagContainer): [Read-Write] Source Required Tags: This ability can only be activated if the source actor/component has all of these tagstarget_blocked_tags
(GameplayTagContainer): [Read-Write] Target Blocked Tags: This ability is blocked if the target actor/component has any of these tagstarget_required_tags
(GameplayTagContainer): [Read-Write] Target Required Tags: This ability can only be activated if the target actor/component has all of these tags