unreal.GameplayEffectExecutionCalculation

class unreal.GameplayEffectExecutionCalculation(outer: Object | None = None, name: Name | str = 'None')

Bases: GameplayEffectCalculation

Gameplay Effect Execution Calculation

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayEffectExecutionCalculation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • invalid_scoped_modifier_attributes (Array[GameplayEffectAttributeCaptureDefinition]): [Read-Write] Any attribute in this list will not show up as a valid option for scoped modifiers; Used to allow attribute capture for internal calculation while preventing modification

  • relevant_attributes_to_capture (Array[GameplayEffectAttributeCaptureDefinition]): [Read-Write] Attributes to capture that are relevant to the calculation

  • requires_passed_in_tags (bool): [Read-Write] Used to indicate if this execution uses Passed In Tags

  • valid_transient_aggregator_identifiers (GameplayTagContainer): [Read-Write] Any tag in this container will show up as a valid “temporary variable” for scoped modifiers; Used to allow for data-driven variable support that doesn’t rely on scoped modifiers

execute(execution_params) GameplayEffectCustomExecutionOutput

Called whenever the owning gameplay effect is executed. Allowed to do essentially whatever is desired, including generating new modifiers to instantly execute as well. note:: Native subclasses should override the auto-generated Execute_Implementation function and NOT this one.

Parameters:

execution_params (GameplayEffectCustomExecutionParameters) – Parameters for the custom execution calculation

Returns:

out_execution_output (GameplayEffectCustomExecutionOutput): [OUT] Output data populated by the execution detailing further behavior or results of the execution

Return type:

GameplayEffectCustomExecutionOutput

property requires_passed_in_tags: bool

[Read-Only] Used to indicate if this execution uses Passed In Tags

Type:

(bool)