unreal.AbilityTask_StartAbilityState

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

Bases: unreal.AbilityTask

An ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it’s execution.

An ability state will always result in either ‘OnStateEnded’ or ‘OnStateInterrupted’ being called.

‘OnStateEnded’ will be called if: - The ability itself ends via AGameplayAbility::EndAbility - The ability state is manually ended via AGameplayAbility::EndAbilityState - Another ability state is started will ‘bEndCurrentState’ set to true

‘OnStateInterrupted’ will be called if: - The ability itself is cancelled via AGameplayAbility::CancelAbility

C++ Source:

  • Plugin: GameplayAbilities
  • Module: GameplayAbilities
  • File: AbilityTask_StartAbilityState.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_state_ended (AbilityStateDelegate): [Read-Write] Invoked if ‘EndAbilityState’ is called or if ‘EndAbility’ is called and this state is active.
  • on_state_interrupted (AbilityStateDelegate): [Read-Write] Invoked if the ability was interrupted and this state is active.
on_state_ended

(AbilityStateDelegate) – [Read-Write] Invoked if ‘EndAbilityState’ is called or if ‘EndAbility’ is called and this state is active.

on_state_interrupted

(AbilityStateDelegate) – [Read-Write] Invoked if the ability was interrupted and this state is active.