unreal.GameplayCueNotify_LoopingEffects

class unreal.GameplayCueNotify_LoopingEffects(looping_particles: None = [], looping_sounds: None = [], looping_camera_shake: GameplayCueNotify_CameraShakeInfo = Ellipsis, looping_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo = Ellipsis, looping_force_feedback: GameplayCueNotify_ForceFeedbackInfo = Ellipsis, looping_input_device_property_effect: GameplayCueNotify_InputDevicePropertyInfo = Ellipsis)

Bases: StructBase

FGameplayCueNotify_LoopingEffects

Set of looping effects to spawn for looping gameplay cues.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • looping_camera_lens_effect (GameplayCueNotify_CameraLensEffectInfo): [Read-Write] Camera lens effect to be played on gameplay cue loop start.

  • looping_camera_shake (GameplayCueNotify_CameraShakeInfo): [Read-Write] Camera shake to be played on gameplay cue loop start.

  • looping_force_feedback (GameplayCueNotify_ForceFeedbackInfo): [Read-Write] Force feedback to be played on gameplay cue loop start.

  • looping_input_device_property_effect (GameplayCueNotify_InputDevicePropertyInfo): [Read-Write] Input device properties to be applied on gameplay cue loop start.

  • looping_particles (Array[GameplayCueNotify_ParticleInfo]): [Read-Write] Particle systems to be spawned on gameplay cue loop start.

  • looping_sounds (Array[GameplayCueNotify_SoundInfo]): [Read-Write] Sound to be played on gameplay cue loop start.

property looping_camera_lens_effect: GameplayCueNotify_CameraLensEffectInfo

[Read-Only] Camera lens effect to be played on gameplay cue loop start.

Type:

(GameplayCueNotify_CameraLensEffectInfo)

property looping_camera_shake: GameplayCueNotify_CameraShakeInfo

[Read-Only] Camera shake to be played on gameplay cue loop start.

Type:

(GameplayCueNotify_CameraShakeInfo)

property looping_force_feedback: GameplayCueNotify_ForceFeedbackInfo

[Read-Only] Force feedback to be played on gameplay cue loop start.

Type:

(GameplayCueNotify_ForceFeedbackInfo)

property looping_input_device_property_effect: GameplayCueNotify_InputDevicePropertyInfo

[Read-Only] Input device properties to be applied on gameplay cue loop start.

Type:

(GameplayCueNotify_InputDevicePropertyInfo)

property looping_particles: None

[Read-Only] Particle systems to be spawned on gameplay cue loop start.

Type:

(Array[GameplayCueNotify_ParticleInfo])

property looping_sounds: None

[Read-Only] Sound to be played on gameplay cue loop start.

Type:

(Array[GameplayCueNotify_SoundInfo])