unreal.GameplayEffectExecutionCalculation

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

Bases: unreal.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
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. 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
requires_passed_in_tags

(bool) – [Read-Only] Used to indicate if this execution uses Passed In Tags