unreal.GameplayTasksComponent
¶
- class unreal.GameplayTasksComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
The core ActorComponent for interfacing with the GameplayAbilities System
C++ Source:
Module: GameplayTasks
File: GameplayTasksComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_claimed_resources_change
(OnClaimedResourcesChangeSignature): [Read-Write] On Claimed Resources Changeon_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property on_claimed_resources_change¶
[Read-Write] On Claimed Resources Change
- classmethod run_gameplay_task(task_owner, task, priority, additional_required_resources, additional_claimed_resources) → GameplayTaskRunResult¶
END IGameplayTaskOwnerInterface
- Parameters
- Returns
- Return type