unreal.GameplayCueParameters

class unreal.GameplayCueParameters(normalized_magnitude: float = 0.0, raw_magnitude: float = 0.0, effect_context: GameplayEffectContextHandle = [], matched_tag_name: GameplayTag = Ellipsis, original_tag: GameplayTag = Ellipsis, aggregated_source_tags: GameplayTagContainer = Ellipsis, aggregated_target_tags: GameplayTagContainer = Ellipsis, location: Vector = Ellipsis, normal: Vector = Ellipsis, instigator: Actor = Ellipsis, effect_causer: Actor = Ellipsis, source_object: Object = Ellipsis, physical_material: PhysicalMaterial = Ellipsis, gameplay_effect_level: int = 1, ability_level: int = 1, target_attach_component: SceneComponent = Ellipsis, replicate_location_when_using_minimal_rep_proxy: bool = False)

Bases: StructBase

Metadata about a gameplay cue execution

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayEffectTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ability_level (int32): [Read-Write] If originating from an ability, this will be the level of that ability

  • aggregated_source_tags (GameplayTagContainer): [Read-Write] The aggregated source tags taken from the effect spec

  • aggregated_target_tags (GameplayTagContainer): [Read-Write] The aggregated target tags taken from the effect spec

  • effect_causer (Actor): [Read-Write] The physical actor that actually did the damage, can be a weapon or projectile

  • effect_context (GameplayEffectContextHandle): [Read-Write] Effect context, contains information about hit result, etc

  • gameplay_effect_level (int32): [Read-Write] If originating from a GameplayEffect, the level of that GameplayEffect

  • instigator (Actor): [Read-Write] Instigator actor, the actor that owns the ability system component

  • location (Vector_NetQuantize10): [Read-Write] Location cue took place at

  • matched_tag_name (GameplayTag): [Read-Write] The tag name that matched this specific gameplay cue handler

  • normal (Vector_NetQuantizeNormal): [Read-Write] Normal of impact that caused cue

  • normalized_magnitude (float): [Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)

  • original_tag (GameplayTag): [Read-Write] The original tag of the gameplay cue

  • physical_material (PhysicalMaterial): [Read-Write] PhysMat of the hit, if there was a hit.

  • raw_magnitude (float): [Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.

  • replicate_location_when_using_minimal_rep_proxy (bool): [Read-Write] If we’re using a minimal replication proxy, should we replicate location for this cue

  • source_object (Object): [Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay object

  • target_attach_component (SceneComponent): [Read-Write] Could be used to say “attach FX to this component always”

property ability_level: int

[Read-Write] If originating from an ability, this will be the level of that ability

Type:

(int32)

property aggregated_source_tags: GameplayTagContainer

[Read-Write] The aggregated source tags taken from the effect spec

Type:

(GameplayTagContainer)

property aggregated_target_tags: GameplayTagContainer

[Read-Write] The aggregated target tags taken from the effect spec

Type:

(GameplayTagContainer)

property effect_causer: Actor

[Read-Write] The physical actor that actually did the damage, can be a weapon or projectile

Type:

(Actor)

property effect_context: GameplayEffectContextHandle

[Read-Write] Effect context, contains information about hit result, etc

Type:

(GameplayEffectContextHandle)

property gameplay_effect_level: int

[Read-Write] If originating from a GameplayEffect, the level of that GameplayEffect

Type:

(int32)

property instigator: Actor

[Read-Write] Instigator actor, the actor that owns the ability system component

Type:

(Actor)

property location: Vector_NetQuantize10

[Read-Write] Location cue took place at

Type:

(Vector_NetQuantize10)

property matched_tag_name: GameplayTag

[Read-Write] The tag name that matched this specific gameplay cue handler

Type:

(GameplayTag)

property normal: Vector_NetQuantizeNormal

[Read-Write] Normal of impact that caused cue

Type:

(Vector_NetQuantizeNormal)

property normalized_magnitude: float

[Read-Write] Magnitude of source gameplay effect, normalzed from 0-1. Use this for “how strong is the gameplay effect” (0=min, 1=,max)

Type:

(float)

property original_tag: GameplayTag

[Read-Write] The original tag of the gameplay cue

Type:

(GameplayTag)

property physical_material: PhysicalMaterial

[Read-Write] PhysMat of the hit, if there was a hit.

Type:

(PhysicalMaterial)

property raw_magnitude: float

[Read-Write] Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.

Type:

(float)

property replicate_location_when_using_minimal_rep_proxy: bool

[Read-Write] If we’re using a minimal replication proxy, should we replicate location for this cue

Type:

(bool)

property source_object: Object

[Read-Write] Object this effect was created from, can be an actor or static object. Useful to bind an effect to a gameplay object

Type:

(Object)

property target_attach_component: SceneComponent

[Read-Write] Could be used to say “attach FX to this component always”

Type:

(SceneComponent)