unreal.GameplayCueNotify_BurstEffects

class unreal.GameplayCueNotify_BurstEffects(burst_particles: None = [], burst_sounds: None = [], burst_camera_shake: GameplayCueNotify_CameraShakeInfo = Ellipsis, burst_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo = Ellipsis, burst_force_feedback: GameplayCueNotify_ForceFeedbackInfo = Ellipsis, burst_device_property_effect: GameplayCueNotify_InputDevicePropertyInfo = Ellipsis, burst_decal: GameplayCueNotify_DecalInfo = Ellipsis)

Bases: StructBase

FGameplayCueNotify_BurstEffects

Set of effects to spawn for a single event, used by all gameplay cue notify types.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • burst_camera_lens_effect (GameplayCueNotify_CameraLensEffectInfo): [Read-Write] Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

  • burst_camera_shake (GameplayCueNotify_CameraShakeInfo): [Read-Write] Camera shake to be played on gameplay cue execution. This should never use a looping effect!

  • burst_decal (GameplayCueNotify_DecalInfo): [Read-Write] Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

  • burst_device_property_effect (GameplayCueNotify_InputDevicePropertyInfo): [Read-Write] Input device properties to be applied on gameplay cue execution

  • burst_force_feedback (GameplayCueNotify_ForceFeedbackInfo): [Read-Write] Force feedback to be played on gameplay cue execution. This should never use a looping effect!

  • burst_particles (Array[GameplayCueNotify_ParticleInfo]): [Read-Write] Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

  • burst_sounds (Array[GameplayCueNotify_SoundInfo]): [Read-Write] Sound to be played on gameplay cue execution. These should never use looping effects!

property burst_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo

[Read-Only] Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

Type:

(GameplayCueNotify_CameraLensEffectInfo)

property burst_camera_shake: GameplayCueNotify_CameraShakeInfo

[Read-Only] Camera shake to be played on gameplay cue execution. This should never use a looping effect!

Type:

(GameplayCueNotify_CameraShakeInfo)

property burst_decal: GameplayCueNotify_DecalInfo

[Read-Only] Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

Type:

(GameplayCueNotify_DecalInfo)

property burst_device_property_effect: GameplayCueNotify_InputDevicePropertyInfo

[Read-Only] Input device properties to be applied on gameplay cue execution

Type:

(GameplayCueNotify_InputDevicePropertyInfo)

property burst_force_feedback: GameplayCueNotify_ForceFeedbackInfo

[Read-Only] Force feedback to be played on gameplay cue execution. This should never use a looping effect!

Type:

(GameplayCueNotify_ForceFeedbackInfo)

property burst_particles: None

[Read-Only] Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

Type:

(Array[GameplayCueNotify_ParticleInfo])

property burst_sounds: None

[Read-Only] Sound to be played on gameplay cue execution. These should never use looping effects!

Type:

(Array[GameplayCueNotify_SoundInfo])