unreal.GameplayCueNotify_SpawnResult

class unreal.GameplayCueNotify_SpawnResult(fx_system_components: None = [], audio_components: None = [], camera_shakes: None = [], camera_lens_effects: None = [], force_feedback_component: ForceFeedbackComponent = Ellipsis, decal_component: DecalComponent = Ellipsis)

Bases: StructBase

FGameplayCueNotify_SpawnResult

Temporary structure used to track results of spawning components.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • audio_components (Array[AudioComponent]): [Read-Write] List of audio components spawned. There may be null pointers here as it matches the defined order.

  • camera_lens_effects (Array[CameraLensEffectInterface]): [Read-Write] List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.

  • camera_shakes (Array[CameraShakeBase]): [Read-Write] List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.

  • decal_component (DecalComponent): [Read-Write] Spawned decal component. This may be null.

  • force_feedback_component (ForceFeedbackComponent): [Read-Write] Force feedback component that was spawned. This is only valid when force feedback is set to play in world.

  • fx_system_components (Array[FXSystemComponent]): [Read-Write] List of FX components spawned. There may be null pointers here as it matches the defined order.

property audio_components: None

[Read-Only] List of audio components spawned. There may be null pointers here as it matches the defined order.

Type:

(Array[AudioComponent])

property camera_lens_effects: None

[Read-Only] List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.

Type:

(Array[CameraLensEffectInterface])

property camera_shakes: None

[Read-Only] List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.

Type:

(Array[CameraShakeBase])

property decal_component: DecalComponent

[Read-Only] Spawned decal component. This may be null.

Type:

(DecalComponent)

property force_feedback_component: ForceFeedbackComponent

[Read-Only] Force feedback component that was spawned. This is only valid when force feedback is set to play in world.

Type:

(ForceFeedbackComponent)

property fx_system_components: None

[Read-Only] List of FX components spawned. There may be null pointers here as it matches the defined order.

Type:

(Array[FXSystemComponent])