unreal.GameplayCueNotify_BurstEffects
¶
- class unreal.GameplayCueNotify_BurstEffects(burst_particles: Array[GameplayCueNotify_ParticleInfo] = [], burst_sounds: Array[GameplayCueNotify_SoundInfo] = [], burst_camera_shake: GameplayCueNotify_CameraShakeInfo = Ellipsis, burst_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo = Ellipsis, burst_force_feedback: GameplayCueNotify_ForceFeedbackInfo = Ellipsis, burst_decal: GameplayCueNotify_DecalInfo = Ellipsis)¶
Bases:
StructBase
FGameplayCueNotify_BurstEffects
Set of effects to spawn for a single event, used by all gameplay cue notify types.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
burst_camera_lens_effect
(GameplayCueNotify_CameraLensEffectInfo): [Read-Write] Burst Camera Lens Effect: Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!burst_camera_shake
(GameplayCueNotify_CameraShakeInfo): [Read-Write] Burst Camera Shake: Camera shake to be played on gameplay cue execution. This should never use a looping effect!burst_decal
(GameplayCueNotify_DecalInfo): [Read-Write] Burst Decal: Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.burst_force_feedback
(GameplayCueNotify_ForceFeedbackInfo): [Read-Write] Burst Force Feedback: Force feedback to be played on gameplay cue execution. This should never use a looping effect!burst_particles
(Array[GameplayCueNotify_ParticleInfo]): [Read-Write] Burst Particles: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!burst_sounds
(Array[GameplayCueNotify_SoundInfo]): [Read-Write] Burst Sounds: Sound to be played on gameplay cue execution. These should never use looping effects!
- property burst_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo¶
[Read-Only] Burst Camera Lens Effect: Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!
- property burst_camera_shake: GameplayCueNotify_CameraShakeInfo¶
[Read-Only] Burst Camera Shake: Camera shake to be played on gameplay cue execution. This should never use a looping effect!
- property burst_decal: GameplayCueNotify_DecalInfo¶
[Read-Only] Burst Decal: Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.
- Type:
- property burst_force_feedback: GameplayCueNotify_ForceFeedbackInfo¶
[Read-Only] Burst Force Feedback: Force feedback to be played on gameplay cue execution. This should never use a looping effect!
- property burst_particles: Array[GameplayCueNotify_ParticleInfo]¶
[Read-Only] Burst Particles: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!
- Type:
- property burst_sounds: Array[GameplayCueNotify_SoundInfo]¶
[Read-Only] Burst Sounds: Sound to be played on gameplay cue execution. These should never use looping effects!
- Type: