unreal.GameplayCueParameters

class unreal.GameplayCueParameters(normalized_magnitude=0.0, raw_magnitude=0.0, effect_context=[], matched_tag_name=['None'], original_tag=['None'], aggregated_source_tags=[[]], aggregated_target_tags=[[]], location=[0.0, 0.0, 0.0], normal=[0.0, 0.0, 0.0], instigator=None, effect_causer=None, source_object=None, physical_material=None, gameplay_effect_level=0, ability_level=0, target_attach_component=None)

Bases: unreal.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.
  • 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”
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.

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”