unreal.GameplayCueParameters
¶
- class unreal.GameplayCueParameters(normalized_magnitude: float = 0.0, raw_magnitude: float = 0.0, effect_context: GameplayEffectContextHandle = [], matched_tag_name: GameplayTag = Ellipsis, original_tag: GameplayTag = Ellipsis, aggregated_source_tags: GameplayTagContainer = Ellipsis, aggregated_target_tags: GameplayTagContainer = Ellipsis, location: Vector = Ellipsis, normal: Vector = Ellipsis, instigator: Actor = Ellipsis, effect_causer: Actor = Ellipsis, source_object: Object = Ellipsis, physical_material: PhysicalMaterial = Ellipsis, gameplay_effect_level: int = 1, ability_level: int = 1, target_attach_component: SceneComponent = Ellipsis, replicate_location_when_using_minimal_rep_proxy: bool = False)¶
Bases:
StructBase
Metadata about a gameplay cue execution
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffectTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
ability_level
(int32): [Read-Write] If originating from an ability, this will be the level of that abilityaggregated_source_tags
(GameplayTagContainer): [Read-Write] The aggregated source tags taken from the effect specaggregated_target_tags
(GameplayTagContainer): [Read-Write] The aggregated target tags taken from the effect speceffect_causer
(Actor): [Read-Write] The physical actor that actually did the damage, can be a weapon or projectileeffect_context
(GameplayEffectContextHandle): [Read-Write] Effect context, contains information about hit result, etcgameplay_effect_level
(int32): [Read-Write] If originating from a GameplayEffect, the level of that GameplayEffectinstigator
(Actor): [Read-Write] Instigator actor, the actor that owns the ability system componentlocation
(Vector_NetQuantize10): [Read-Write] Location cue took place atmatched_tag_name
(GameplayTag): [Read-Write] The tag name that matched this specific gameplay cue handlernormal
(Vector_NetQuantizeNormal): [Read-Write] Normal of impact that caused cuenormalized_magnitude
(float): [Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)original_tag
(GameplayTag): [Read-Write] The original tag of the gameplay cuephysical_material
(PhysicalMaterial): [Read-Write] PhysMat of the hit, if there was a hit.raw_magnitude
(float): [Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.replicate_location_when_using_minimal_rep_proxy
(bool): [Read-Write] If we’re using a minimal replication proxy, should we replicate location for this cuesource_object
(Object): [Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay objecttarget_attach_component
(SceneComponent): [Read-Write] Could be used to say “attach FX to this component always”
- property ability_level: int¶
[Read-Write] If originating from an ability, this will be the level of that ability
- Type:
(int32)
- property aggregated_source_tags: GameplayTagContainer¶
[Read-Write] The aggregated source tags taken from the effect spec
- Type:
- property aggregated_target_tags: GameplayTagContainer¶
[Read-Write] The aggregated target tags taken from the effect spec
- Type:
- property effect_causer: Actor¶
[Read-Write] The physical actor that actually did the damage, can be a weapon or projectile
- Type:
(Actor)
- property effect_context: GameplayEffectContextHandle¶
[Read-Write] Effect context, contains information about hit result, etc
- Type:
- property gameplay_effect_level: int¶
[Read-Write] If originating from a GameplayEffect, the level of that GameplayEffect
- Type:
(int32)
- property instigator: Actor¶
[Read-Write] Instigator actor, the actor that owns the ability system component
- Type:
(Actor)
- property location: Vector_NetQuantize10¶
[Read-Write] Location cue took place at
- Type:
- property matched_tag_name: GameplayTag¶
[Read-Write] The tag name that matched this specific gameplay cue handler
- Type:
- property normal: Vector_NetQuantizeNormal¶
[Read-Write] Normal of impact that caused cue
- Type:
- property normalized_magnitude: float¶
[Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)
- Type:
(float)
- property original_tag: GameplayTag¶
[Read-Write] The original tag of the gameplay cue
- Type:
- property physical_material: PhysicalMaterial¶
[Read-Write] PhysMat of the hit, if there was a hit.
- Type:
- property raw_magnitude: float¶
[Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.
- Type:
(float)
- property replicate_location_when_using_minimal_rep_proxy: bool¶
[Read-Write] If we’re using a minimal replication proxy, should we replicate location for this cue
- Type:
(bool)
- property source_object: Object¶
[Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay object
- Type:
(Object)
- property target_attach_component: SceneComponent¶
[Read-Write] Could be used to say “attach FX to this component always”
- Type: