unreal.GameplayCueNotify_SpawnResult¶
- class unreal.GameplayCueNotify_SpawnResult(fx_system_components: Array[FXSystemComponent] = [], audio_components: Array[AudioComponent] = [], camera_shakes: Array[CameraShakeBase] = [], camera_lens_effects: Array[CameraLensEffectInterface] = [], force_feedback_component: ForceFeedbackComponent = Ellipsis, decal_component: DecalComponent = Ellipsis)¶
Bases:
StructBaseFGameplayCueNotify_SpawnResult
Temporary structure used to track results of spawning components.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
audio_components(Array[AudioComponent]): [Read-Write] Audio Components: List of audio components spawned. There may be null pointers here as it matches the defined order.camera_lens_effects(Array[CameraLensEffectInterface]): [Read-Write] Camera Lens Effects: List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.camera_shakes(Array[CameraShakeBase]): [Read-Write] Camera Shakes: List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.decal_component(DecalComponent): [Read-Write] Decal Component: Spawned decal component. This may be null.force_feedback_component(ForceFeedbackComponent): [Read-Write] Force Feedback Component: Force feedback component that was spawned. This is only valid when force feedback is set to play in world.fx_system_components(Array[FXSystemComponent]): [Read-Write] Fx System Components: List of FX components spawned. There may be null pointers here as it matches the defined order.
- property audio_components: Array[AudioComponent]¶
[Read-Only] Audio Components: List of audio components spawned. There may be null pointers here as it matches the defined order.
- Type:
- property camera_lens_effects: Array[CameraLensEffectInterface]¶
[Read-Only] Camera Lens Effects: List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.
- Type:
- property camera_shakes: Array[CameraShakeBase]¶
[Read-Only] Camera Shakes: List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.
- Type:
- property decal_component: DecalComponent¶
[Read-Only] Decal Component: Spawned decal component. This may be null.
- Type:
- property force_feedback_component: ForceFeedbackComponent¶
[Read-Only] Force Feedback Component: Force feedback component that was spawned. This is only valid when force feedback is set to play in world.
- Type:
- property fx_system_components: Array[FXSystemComponent]¶
[Read-Only] Fx System Components: List of FX components spawned. There may be null pointers here as it matches the defined order.
- Type: