unreal.GameplayCueNotify_SpawnCondition
¶
- class unreal.GameplayCueNotify_SpawnCondition(locally_controlled_source: GameplayCueNotify_LocallyControlledSource = Ellipsis, locally_controlled_policy: GameplayCueNotify_LocallyControlledPolicy = Ellipsis, chance_to_play: float = 0.0, allowed_surface_types: Array[PhysicalSurface] = [], rejected_surface_types: Array[PhysicalSurface] = [])¶
Bases:
StructBase
FGameplayCueNotify_SpawnCondition
Conditions used to determine if the gameplay cue notify should spawn.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
allowed_surface_types
(Array[PhysicalSurface]): [Read-Write] Allowed Surface Types: The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.chance_to_play
(float): [Read-Write] Chance to Play: Random chance to play the effects. (1.0 = always play, 0.0 = never play)locally_controlled_policy
(GameplayCueNotify_LocallyControlledPolicy): [Read-Write] Locally Controlled Policy: Locally controlled policy used to determine if the gameplay cue effects should spawn.locally_controlled_source
(GameplayCueNotify_LocallyControlledSource): [Read-Write] Locally Controlled Source: Source actor to use when determining if it is locally controlled.rejected_surface_types
(Array[PhysicalSurface]): [Read-Write] Rejected Surface Types: The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.
- property allowed_surface_types: Array[PhysicalSurface]¶
[Read-Only] Allowed Surface Types: The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.
- Type:
- property chance_to_play: float¶
[Read-Only] Chance to Play: Random chance to play the effects. (1.0 = always play, 0.0 = never play)
- Type:
(float)
- property locally_controlled_policy: GameplayCueNotify_LocallyControlledPolicy¶
[Read-Only] Locally Controlled Policy: Locally controlled policy used to determine if the gameplay cue effects should spawn.
- property locally_controlled_source: GameplayCueNotify_LocallyControlledSource¶
[Read-Only] Locally Controlled Source: Source actor to use when determining if it is locally controlled.
- property rejected_surface_types: Array[PhysicalSurface]¶
[Read-Only] Rejected Surface Types: The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.
- Type: