unreal.GameplayEffect
¶
- class unreal.GameplayEffect(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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] deprecated: Property ‘ApplicationRequirements’ is deprecated.application_tag_requirements
(GameplayTagRequirements): [Read-Write] deprecated: Property ‘ApplicationTagRequirements’ is deprecated.chance_to_apply_to_target
(ScalableFloat): [Read-Write] deprecated: Property ‘ChanceToApplyToTarget’ is deprecated.clear_stack_on_overflow
(bool): [Read-Write] If true, the entire stack of the effect will be cleared once it overflowsconditional_gameplay_effects
(Array[ConditionalGameplayEffect]): [Read-Write] deprecated: Property ‘ConditionalGameplayEffects’ is deprecated.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 refreshedduration_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 effecteditor_status_text
(Text): [Read-Only] Allow us to show the Status of the class (valid configurations or invalid configurations) while configuring in the Editorexecute_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. // EditCondition in FGameplayEffectDetailsexecutions
(Array[GameplayEffectExecutionDefinition]): [Read-Write] Array of executions that will affect the target of this effectgameplay_cues
(Array[GameplayEffectCue]): [Read-Write] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etcge_components
(Array[GameplayEffectComponent]): [Read-Write] These Gameplay Effect Components define how this Gameplay Effect behaves when appliedgranted_abilities
(Array[GameplayAbilitySpecDef]): [Read-Write]granted_application_immunity_query
(GameplayEffectQuery): [Read-Write] deprecated: Property ‘GrantedApplicationImmunityQuery’ is deprecated.granted_application_immunity_tags
(GameplayTagRequirements): [Read-Write] deprecated: Property ‘GrantedApplicationImmunityTags’ is deprecated.inheritable_blocked_ability_tags_container
(InheritedTagContainer): [Read-Write] deprecated: Property ‘InheritableBlockedAbilityTagsContainer’ is deprecated.inheritable_gameplay_effect_tags
(InheritedTagContainer): [Read-Write] deprecated: Property ‘InheritableGameplayEffectTags’ is deprecated.inheritable_owned_tags_container
(InheritedTagContainer): [Read-Write] deprecated: Property ‘InheritableOwnedTagsContainer’ is deprecated.modifiers
(Array[GameplayModifierInfo]): [Read-Write] Array of modifiers that will affect the target of this effectongoing_tag_requirements
(GameplayTagRequirements): [Read-Write] deprecated: Property ‘OngoingTagRequirements’ is deprecated.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 effectsperiodic_inhibition_policy
(GameplayEffectPeriodInhibitionRemovedPolicy): [Read-Write] How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetailspremature_expiration_effect_classes
(Array[type(Class)]): [Read-Write] deprecated: Property ‘PrematureExpirationEffectClasses’ is deprecated.removal_tag_requirements
(GameplayTagRequirements): [Read-Write] deprecated: Property ‘RemovalTagRequirements’ is deprecated.remove_gameplay_effect_query
(GameplayEffectQuery): [Read-Write] deprecated: Property ‘RemoveGameplayEffectQuery’ is deprecated.remove_gameplay_effects_with_tags
(InheritedTagContainer): [Read-Write] deprecated: Property ‘RemoveGameplayEffectsWithTags’ is deprecated.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] deprecated: Property ‘RoutineExpirationEffectClasses’ is deprecated.stack_duration_refresh_policy
(GameplayEffectStackingDurationPolicy): [Read-Write] Policy for how the effect duration should be refreshed while stackingstack_expiration_policy
(GameplayEffectStackingExpirationPolicy): [Read-Write] Policy for how to handle duration expiring on this gameplay effectstack_limit_count
(int32): [Read-Write] Stack limit for StackingTypestack_period_reset_policy
(GameplayEffectStackingPeriodPolicy): [Read-Write] Policy for how the effect period should be reset (or not) while stackingstacking_type
(GameplayEffectStackingType): [Read-Write] How this GameplayEffect stacks with other instances of this same GameplayEffectsuppress_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] deprecated: Property ‘UIData’ is deprecated.
- property application_requirements: None¶
[Read-Write] deprecated: Property ‘ApplicationRequirements’ is deprecated.
- property application_tag_requirements: GameplayTagRequirements¶
[Read-Only] deprecated: Property ‘ApplicationTagRequirements’ is deprecated.
- Type:
- property chance_to_apply_to_target: ScalableFloat¶
[Read-Write] deprecated: Property ‘ChanceToApplyToTarget’ is deprecated.
- Type:
- property clear_stack_on_overflow: bool¶
[Read-Only] If true, the entire stack of the effect will be cleared once it overflows
- Type:
(bool)
- property conditional_gameplay_effects: None¶
[Read-Only] deprecated: Property ‘ConditionalGameplayEffects’ is deprecated.
- Type:
- property 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
- Type:
(bool)
- property 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. // EditCondition in FGameplayEffectDetails
- Type:
(bool)
- property executions: None¶
[Read-Only] Array of executions that will affect the target of this effect
- Type:
- property gameplay_cues: None¶
[Read-Only] Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc
- Type:
- property ge_components: None¶
[Read-Only] These Gameplay Effect Components define how this Gameplay Effect behaves when applied
- Type:
- get_owned_gameplay_tags() GameplayTagContainer ¶
Get any owned gameplay tags on the asset
- Returns:
tag_container (GameplayTagContainer):
- Return type:
- property granted_application_immunity_query: GameplayEffectQuery¶
[Read-Only] deprecated: Property ‘GrantedApplicationImmunityQuery’ is deprecated.
- Type:
- property granted_application_immunity_tags: GameplayTagRequirements¶
[Read-Only] deprecated: Property ‘GrantedApplicationImmunityTags’ is deprecated.
- Type:
- has_all_matching_gameplay_tags(tag_container) bool ¶
Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags)
- Parameters:
tag_container (GameplayTagContainer) – Tag container to check for a match
- Returns:
True if the asset has matches all of the gameplay tags, will be true if container is empty
- Return type:
- has_any_matching_gameplay_tags(tag_container) bool ¶
Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags)
- Parameters:
tag_container (GameplayTagContainer) – Tag container to check for a match
- Returns:
True if the asset has matches any of the gameplay tags, will be false if container is empty
- Return type:
- has_matching_gameplay_tag(tag_to_check) bool ¶
Check if the asset has a gameplay tag that matches against the specified tag (expands to include parents of asset tags)
- Parameters:
tag_to_check (GameplayTag) – Tag to check for a match
- Returns:
True if the asset has a gameplay tag that matches, false if not
- Return type:
- property inheritable_blocked_ability_tags_container: InheritedTagContainer¶
[Read-Only] deprecated: Property ‘InheritableBlockedAbilityTagsContainer’ is deprecated.
- Type:
- property inheritable_clear_tags_container: InheritedTagContainer¶
‘inheritable_clear_tags_container’ was renamed to ‘remove_gameplay_effects_with_tags’.
- Type:
deprecated
- property inheritable_gameplay_effect_tags: InheritedTagContainer¶
[Read-Only] deprecated: Property ‘InheritableGameplayEffectTags’ is deprecated.
- Type:
- property inheritable_owned_tags_container: InheritedTagContainer¶
[Read-Only] deprecated: Property ‘InheritableOwnedTagsContainer’ is deprecated.
- Type:
- property modifiers: None¶
[Read-Only] Array of modifiers that will affect the target of this effect
- Type:
- property ongoing_tag_requirements: GameplayTagRequirements¶
[Read-Only] deprecated: Property ‘OngoingTagRequirements’ is deprecated.
- Type:
- property overflow_effects: None¶
[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.
- property period: ScalableFloat¶
[Read-Only] Period in seconds. 0.0 for non-periodic effects
- Type:
- property periodic_inhibition_policy: GameplayEffectPeriodInhibitionRemovedPolicy¶
[Read-Only] How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails
- property premature_expiration_effect_classes: None¶
[Read-Only] deprecated: Property ‘PrematureExpirationEffectClasses’ is deprecated.
- property removal_tag_requirements: GameplayTagRequirements¶
[Read-Only] deprecated: Property ‘RemovalTagRequirements’ is deprecated.
- Type:
- property remove_gameplay_effect_query: GameplayEffectQuery¶
[Read-Only] deprecated: Property ‘RemoveGameplayEffectQuery’ is deprecated.
- Type:
- property remove_gameplay_effects_with_tags: InheritedTagContainer¶
[Read-Only] deprecated: Property ‘RemoveGameplayEffectsWithTags’ is deprecated.
- Type:
- property 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)
- Type:
(bool)
- property routine_expiration_effect_classes: None¶
[Read-Only] deprecated: Property ‘RoutineExpirationEffectClasses’ is deprecated.
- property stack_duration_refresh_policy: GameplayEffectStackingDurationPolicy¶
[Read-Only] Policy for how the effect duration should be refreshed while stacking
- property stack_expiration_policy: GameplayEffectStackingExpirationPolicy¶
[Read-Only] Policy for how to handle duration expiring on this gameplay effect
- property stack_period_reset_policy: GameplayEffectStackingPeriodPolicy¶
[Read-Only] Policy for how the effect period should be reset (or not) while stacking
- property stacking_type: GameplayEffectStackingType¶
[Read-Only] How this GameplayEffect stacks with other instances of this same GameplayEffect
- Type:
- property ui_data: GameplayEffectUIData¶
[Read-Only] deprecated: Property ‘UIData’ is deprecated.
- Type: