unreal.GameplayEffect

class unreal.GameplayEffect(outer=None, name='None')

Bases: unreal.Object

UGameplayEffect

The GameplayEffect definition. This is the data asset defined in the editor that drives everything.

This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayEffect.h

Editor Properties: (see get_editor_property/set_editor_property)

  • application_requirements (Array(type(Class))): [Read-Write] Application Requirements

  • application_tag_requirements (GameplayTagRequirements): [Read-Write] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.

  • chance_to_apply_to_target (ScalableFloat): [Read-Write] Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)

  • clear_stack_on_overflow (bool): [Read-Write] If true, the entire stack of the effect will be cleared once it overflows

  • conditional_gameplay_effects (Array(ConditionalGameplayEffect)): [Read-Write] other gameplay effects that will be applied to the target of this effect if this effect applies

  • deny_overflow_application (bool): [Read-Write] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

  • duration_magnitude (GameplayEffectModifierMagnitude): [Read-Write] Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.

  • duration_policy (GameplayEffectDurationType): [Read-Write] Policy for the duration of this effect

  • execute_periodic_effect_on_application (bool): [Read-Write] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.

  • executions (Array(GameplayEffectExecutionDefinition)): [Read-Write] Executions

  • gameplay_cues (Array(GameplayEffectCue)): [Read-Write] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

  • granted_abilities (Array(GameplayAbilitySpecDef)): [Read-Write] Granted abilities

  • granted_application_immunity_query (GameplayEffectQuery): [Read-Write] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.

  • granted_application_immunity_tags (GameplayTagRequirements): [Read-Write] Grants the owner immunity from these source tags.

  • inheritable_gameplay_effect_tags (InheritedTagContainer): [Read-Write] The GameplayEffect’s Tags: tags the the GE has and DOES NOT give to the actor.

  • inheritable_owned_tags_container (InheritedTagContainer): [Read-Write] “These tags are applied to the actor I am applied to”

  • modifiers (Array(GameplayModifierInfo)): [Read-Write] Array of modifiers that will affect the target of this effect

  • ongoing_tag_requirements (GameplayTagRequirements): [Read-Write] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.

  • overflow_effects (Array(type(Class))): [Read-Write] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.

  • period (ScalableFloat): [Read-Write] Period in seconds. 0.0 for non-periodic effects

  • periodic_inhibition_policy (GameplayEffectPeriodInhibitionRemovedPolicy): [Read-Write] Periodic Inhibition Policy

  • premature_expiration_effect_classes (Array(type(Class))): [Read-Write] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

  • removal_tag_requirements (GameplayTagRequirements): [Read-Write] Tag requirements that if met will remove this effect. Also prevents effect application.

  • remove_gameplay_effect_query (GameplayEffectQuery): [Read-Write] On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.

  • remove_gameplay_effects_with_tags (InheritedTagContainer): [Read-Write] GameplayEffects that have tags in this container will be cleared upon effect application.

  • require_modifier_success_to_trigger_cues (bool): [Read-Write] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

  • routine_expiration_effect_classes (Array(type(Class))): [Read-Write] Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

  • stack_duration_refresh_policy (GameplayEffectStackingDurationPolicy): [Read-Write] Policy for how the effect duration should be refreshed while stacking

  • stack_expiration_policy (GameplayEffectStackingExpirationPolicy): [Read-Write] Policy for how to handle duration expiring on this gameplay effect

  • stack_limit_count (int32): [Read-Write] Stack limit for StackingType

  • stack_period_reset_policy (GameplayEffectStackingPeriodPolicy): [Read-Write] Policy for how the effect period should be reset (or not) while stacking

  • stacking_type (GameplayEffectStackingType): [Read-Write] How this GameplayEffect stacks with other instances of this same GameplayEffect

  • suppress_stacking_cues (bool): [Read-Write] If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.

  • ui_data (GameplayEffectUIData): [Read-Write] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.

property application_tag_requirements

[Read-Only] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.

Type

(GameplayTagRequirements)

property clear_stack_on_overflow

[Read-Only] If true, the entire stack of the effect will be cleared once it overflows

Type

(bool)

property conditional_gameplay_effects

[Read-Only] other gameplay effects that will be applied to the target of this effect if this effect applies

Type

(Array(ConditionalGameplayEffect))

property deny_overflow_application

[Read-Only] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

Type

(bool)

property execute_periodic_effect_on_application

[Read-Only] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.

Type

(bool)

property executions

[Read-Only] Executions

Type

(Array(GameplayEffectExecutionDefinition))

property gameplay_cues

[Read-Only] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

Type

(Array(GameplayEffectCue))

property granted_abilities

[Read-Only] Granted abilities

Type

(Array(GameplayAbilitySpecDef))

property granted_application_immunity_query

[Read-Only] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.

Type

(GameplayEffectQuery)

property granted_application_immunity_tags

[Read-Only] Grants the owner immunity from these source tags.

Type

(GameplayTagRequirements)

property inheritable_clear_tags_container

‘inheritable_clear_tags_container’ was renamed to ‘remove_gameplay_effects_with_tags’.

Type

deprecated

property inheritable_gameplay_effect_tags

tags the the GE has and DOES NOT give to the actor.

Type

(InheritedTagContainer)

Type

[Read-Only] The GameplayEffect’s Tags

property inheritable_owned_tags_container

[Read-Only] “These tags are applied to the actor I am applied to”

Type

(InheritedTagContainer)

property modifiers

[Read-Only] Array of modifiers that will affect the target of this effect

Type

(Array(GameplayModifierInfo))

property ongoing_tag_requirements

[Read-Only] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.

Type

(GameplayTagRequirements)

property overflow_effects

[Read-Only] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.

Type

(Array(type(Class)))

property period

[Read-Only] Period in seconds. 0.0 for non-periodic effects

Type

(ScalableFloat)

property periodic_inhibition_policy

[Read-Only] Periodic Inhibition Policy

Type

(GameplayEffectPeriodInhibitionRemovedPolicy)

property premature_expiration_effect_classes

[Read-Only] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

Type

(Array(type(Class)))

property removal_tag_requirements

[Read-Only] Tag requirements that if met will remove this effect. Also prevents effect application.

Type

(GameplayTagRequirements)

property remove_gameplay_effect_query

[Read-Only] On Application of an effect, any active effects with this this query that matches against the added effect will be removed. Queries are more powerful but slightly slower than RemoveGameplayEffectsWithTags.

Type

(GameplayEffectQuery)

property remove_gameplay_effects_with_tags

[Read-Only] GameplayEffects that have tags in this container will be cleared upon effect application.

Type

(InheritedTagContainer)

property require_modifier_success_to_trigger_cues

[Read-Only] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

Type

(bool)

property routine_expiration_effect_classes

[Read-Only] Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

Type

(Array(type(Class)))

property stack_duration_refresh_policy

[Read-Only] Policy for how the effect duration should be refreshed while stacking

Type

(GameplayEffectStackingDurationPolicy)

property stack_expiration_policy

[Read-Only] Policy for how to handle duration expiring on this gameplay effect

Type

(GameplayEffectStackingExpirationPolicy)

property stack_limit_count

[Read-Only] Stack limit for StackingType

Type

(int32)

property stack_period_reset_policy

[Read-Only] Policy for how the effect period should be reset (or not) while stacking

Type

(GameplayEffectStackingPeriodPolicy)

property stacking_type

[Read-Only] How this GameplayEffect stacks with other instances of this same GameplayEffect

Type

(GameplayEffectStackingType)

property ui_data

[Read-Only] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.

Type

(GameplayEffectUIData)