unreal.GameplayEffectExecutionCalculation
¶
- class unreal.GameplayEffectExecutionCalculation(outer=None, name='None')¶
Bases:
unreal.GameplayEffectCalculation
Gameplay Effect Execution Calculation
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffectExecutionCalculation.h
Editor Properties: (see get_editor_property/set_editor_property)
invalid_scoped_modifier_attributes
(Array(GameplayEffectAttributeCaptureDefinition)): [Read-Write] Any attribute in this list will not show up as a valid option for scoped modifiers; Used to allow attribute capture for internal calculation while preventing modificationrelevant_attributes_to_capture
(Array(GameplayEffectAttributeCaptureDefinition)): [Read-Write] Attributes to capture that are relevant to the calculationrequires_passed_in_tags
(bool): [Read-Write] Used to indicate if this execution uses Passed In Tagsvalid_transient_aggregator_identifiers
(GameplayTagContainer): [Read-Write] Any tag in this container will show up as a valid “temporary variable” for scoped modifiers; Used to allow for data-driven variable support that doesn’t rely on scoped modifiers
- execute(execution_params) → GameplayEffectCustomExecutionOutput¶
Called whenever the owning gameplay effect is executed. Allowed to do essentially whatever is desired, including generating new modifiers to instantly execute as well. note:: Native subclasses should override the auto-generated Execute_Implementation function and NOT this one.
- Parameters
execution_params (GameplayEffectCustomExecutionParameters) – Parameters for the custom execution calculation
- Returns
out_execution_output (GameplayEffectCustomExecutionOutput): [OUT] Output data populated by the execution detailing further behavior or results of the execution
- Return type