unreal.GameplayEffect

class unreal.GameplayEffect(outer=None, name='None')

Bases: unreal.Object

UGameplayEffect
The GameplayEffect definition. This is the data asset defined in the editor that drives everything.

This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.

C++ Source:

  • Plugin: GameplayAbilities
  • Module: GameplayAbilities
  • File: GameplayEffect.h

Editor Properties: (see get_editor_property/set_editor_property)

  • application_requirements (Array(type(Class))): [Read-Write] Application Requirements
  • application_tag_requirements (GameplayTagRequirements): [Read-Write] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.
  • chance_to_apply_to_target (ScalableFloat): [Read-Write] Probability that this gameplay effect will be applied to the target actor (0.0 for never, 1.0 for always)
  • clear_stack_on_overflow (bool): [Read-Write] If true, the entire stack of the effect will be cleared once it overflows
  • conditional_gameplay_effects (Array(ConditionalGameplayEffect)): [Read-Write] other gameplay effects that will be applied to the target of this effect if this effect applies
  • deny_overflow_application (bool): [Read-Write] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed
  • duration_magnitude (GameplayEffectModifierMagnitude): [Read-Write] Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
  • duration_policy (GameplayEffectDurationType): [Read-Write] Policy for the duration of this effect
  • execute_periodic_effect_on_application (bool): [Read-Write] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.
  • executions (Array(GameplayEffectExecutionDefinition)): [Read-Write] Executions
  • gameplay_cues (Array(GameplayEffectCue)): [Read-Write] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc
  • granted_abilities (Array(GameplayAbilitySpecDef)): [Read-Write] Granted abilities
  • granted_application_immunity_query (GameplayEffectQuery): [Read-Write] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.
  • granted_application_immunity_tags (GameplayTagRequirements): [Read-Write] Grants the owner immunity from these source tags.
  • inheritable_gameplay_effect_tags (InheritedTagContainer): [Read-Write] The GameplayEffect’s Tags: tags the the GE has and DOES NOT give to the actor.
  • inheritable_owned_tags_container (InheritedTagContainer): [Read-Write] “These tags are applied to the actor I am applied to”
  • modifiers (Array(GameplayModifierInfo)): [Read-Write] Array of modifiers that will affect the target of this effect
  • ongoing_tag_requirements (GameplayTagRequirements): [Read-Write] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.
  • overflow_effects (Array(type(Class))): [Read-Write] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.
  • period (ScalableFloat): [Read-Write] Period in seconds. 0.0 for non-periodic effects
  • premature_expiration_effect_classes (Array(type(Class))): [Read-Write] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration
  • remove_gameplay_effects_with_tags (InheritedTagContainer): [Read-Write] GameplayEffects that have tags in this container will be cleared upon effect application.
  • require_modifier_success_to_trigger_cues (bool): [Read-Write] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)
  • routine_expiration_effect_classes (Array(type(Class))): [Read-Write] Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration
  • stack_duration_refresh_policy (GameplayEffectStackingDurationPolicy): [Read-Write] Policy for how the effect duration should be refreshed while stacking
  • stack_expiration_policy (GameplayEffectStackingExpirationPolicy): [Read-Write] Policy for how to handle duration expiring on this gameplay effect
  • stack_limit_count (int32): [Read-Write] Stack limit for StackingType
  • stack_period_reset_policy (GameplayEffectStackingPeriodPolicy): [Read-Write] Policy for how the effect period should be reset (or not) while stacking
  • stacking_type (GameplayEffectStackingType): [Read-Write] How this GameplayEffect stacks with other instances of this same GameplayEffect
  • suppress_stacking_cues (bool): [Read-Write] If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
  • ui_data (GameplayEffectUIData): [Read-Write] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.
application_tag_requirements

(GameplayTagRequirements) – [Read-Only] Tag requirements for this GameplayEffect to be applied to a target. This is pass/fail at the time of application. If fail, this GE fails to apply.

clear_stack_on_overflow

(bool) – [Read-Only] If true, the entire stack of the effect will be cleared once it overflows

conditional_gameplay_effects

(Array(ConditionalGameplayEffect)) – [Read-Only] other gameplay effects that will be applied to the target of this effect if this effect applies

deny_overflow_application

(bool) – [Read-Only] If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed

execute_periodic_effect_on_application

(bool) – [Read-Only] If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses.

executions

(Array(GameplayEffectExecutionDefinition)) – [Read-Only] Executions

gameplay_cues

(Array(GameplayEffectCue)) – [Read-Only] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc

granted_abilities

(Array(GameplayAbilitySpecDef)) – [Read-Only] Granted abilities

granted_application_immunity_query

(GameplayEffectQuery) – [Read-Only] Grants immunity to GameplayEffects that match this query. Queries are more powerful but slightly slower than GrantedApplicationImmunityTags.

granted_application_immunity_tags

(GameplayTagRequirements) – [Read-Only] Grants the owner immunity from these source tags.

inheritable_clear_tags_container

deprecated – ‘inheritable_clear_tags_container’ was renamed to ‘remove_gameplay_effects_with_tags’.

inheritable_gameplay_effect_tags

**(InheritedTagContainer)* – [Read-Only] The GameplayEffect’s Tags* – tags the the GE has and DOES NOT give to the actor.

inheritable_owned_tags_container

(InheritedTagContainer) – [Read-Only] “These tags are applied to the actor I am applied to”

modifiers

(Array(GameplayModifierInfo)) – [Read-Only] Array of modifiers that will affect the target of this effect

ongoing_tag_requirements

(GameplayTagRequirements) – [Read-Only] Once Applied, these tags requirements are used to determined if the GameplayEffect is “on” or “off”. A GameplayEffect can be off and do nothing, but still applied.

overflow_effects

(Array(type(Class))) – [Read-Only] Effects to apply when a stacking effect “overflows” its stack count through another attempted application. Added whether the overflow application succeeds or not.

period

(ScalableFloat) – [Read-Only] Period in seconds. 0.0 for non-periodic effects

premature_expiration_effect_classes

(Array(type(Class))) – [Read-Only] Effects to apply when this effect is made to expire prematurely (like via a forced removal, clear tags, etc.); Only works for effects with a duration

remove_gameplay_effects_with_tags

(InheritedTagContainer) – [Read-Only] GameplayEffects that have tags in this container will be cleared upon effect application.

require_modifier_success_to_trigger_cues

(bool) – [Read-Only] If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)

routine_expiration_effect_classes

(Array(type(Class))) – [Read-Only] Effects to apply when this effect expires naturally via its duration; Only works for effects with a duration

stack_duration_refresh_policy

(GameplayEffectStackingDurationPolicy) – [Read-Only] Policy for how the effect duration should be refreshed while stacking

stack_expiration_policy

(GameplayEffectStackingExpirationPolicy) – [Read-Only] Policy for how to handle duration expiring on this gameplay effect

stack_limit_count

(int32) – [Read-Only] Stack limit for StackingType

stack_period_reset_policy

(GameplayEffectStackingPeriodPolicy) – [Read-Only] Policy for how the effect period should be reset (or not) while stacking

stacking_type

(GameplayEffectStackingType) – [Read-Only] How this GameplayEffect stacks with other instances of this same GameplayEffect

ui_data

(GameplayEffectUIData) – [Read-Only] Data for the UI representation of this effect. This should include things like text, icons, etc. Not available in server-only builds.