unreal.AbilitySystemLibrary?

class unreal.AbilitySystemLibrary(outer=None, name='None')?

Bases: unreal.BlueprintFunctionLibrary

Blueprint library for ability system. Many of these functions are useful to call from native as well

C++ Source:

  • Plugin: GameplayAbilities
  • Module: GameplayAbilities
  • File: AbilitySystemBlueprintLibrary.h
classmethod ability_target_data_from_actor(actor) → GameplayAbilityTargetDataHandle?

Creates single actor target data

Parameters:actor (Actor) –
Returns:
Return type:GameplayAbilityTargetDataHandle
classmethod ability_target_data_from_actor_array(actor_array, one_target_per_handle) → GameplayAbilityTargetDataHandle?

Creates actor array target data

Parameters:
Returns:

Return type:

GameplayAbilityTargetDataHandle

classmethod ability_target_data_from_hit_result(hit_result) → GameplayAbilityTargetDataHandle?

Creates a target data with a single hit result

Parameters:hit_result (HitResult) –
Returns:
Return type:GameplayAbilityTargetDataHandle
classmethod ability_target_data_from_locations(source_location, target_location) → GameplayAbilityTargetDataHandle?

Creates a target data with a source and destination location

Parameters:
Returns:

Return type:

GameplayAbilityTargetDataHandle

classmethod add_asset_tag(spec_handle, new_gameplay_tag) → GameplayEffectSpecHandle?

Adds NewGameplayTag to this instance of the effect

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod add_asset_tags(spec_handle, new_gameplay_tags) → GameplayEffectSpecHandle?

Adds NewGameplayTags to this instance of the effect

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod add_granted_tag(spec_handle, new_gameplay_tag) → GameplayEffectSpecHandle?

This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod add_granted_tags(spec_handle, new_gameplay_tags) → GameplayEffectSpecHandle?

This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod add_linked_gameplay_effect(spec_handle, linked_gameplay_effect) → GameplayEffectSpecHandle?

Adds LinkedGameplayEffect to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. This will initialize the LinkedGameplayEffect’s Spec for you. Returns to NEW linked spec in case you want to add more to it.

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod add_linked_gameplay_effect_spec(spec_handle, linked_gameplay_effect_spec) → GameplayEffectSpecHandle?

Adds LinkedGameplayEffectSpec to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. LinkedGameplayEffectSpec will not be modified here. Returns the ORIGINAL SpecHandle (legacy decision)

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod append_target_data_handle(target_handle, handle_to_add) → GameplayAbilityTargetDataHandle?

Copies targets from HandleToAdd to TargetHandle

Parameters:
Returns:

Return type:

GameplayAbilityTargetDataHandle

classmethod assign_set_by_caller_magnitude(spec_handle, data_name, magnitude) → GameplayEffectSpecHandle?

Sets a raw name Set By Caller magnitude value, the tag version should normally be used

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod assign_tag_set_by_caller_magnitude(spec_handle, data_tag, magnitude) → GameplayEffectSpecHandle?

Sets a gameplay tag Set By Caller magnitude value

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod clone_spec_handle(new_instigator, effect_causer, gameplay_effect_spec_handle_clone) → GameplayEffectSpecHandle?

Create a spec handle, cloning another

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod does_gameplay_cue_meet_tag_requirements(parameters, source_tag_reqs, target_tag_reqs) → bool?

Returns true if the aggregated source and target tags from the effect spec meets the tag requirements

Parameters:
Returns:

Return type:

bool

classmethod does_target_data_contain_actor(target_data, index, actor) → bool?

Returns true if the given TargetData has the actor passed in targeted

Parameters:
Returns:

Return type:

bool

classmethod effect_context_add_hit_result(effect_context, hit_result, reset) → None?

Adds a hit result to the effect context

Parameters:
classmethod effect_context_get_effect_causer(effect_context) → Actor?

Gets the physical actor that caused the effect, possibly a projectile or weapon

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:Actor
classmethod effect_context_get_hit_result(effect_context) → HitResult?

Extracts a hit result from the effect context if it is set

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:HitResult
classmethod effect_context_get_instigator_actor(effect_context) → Actor?

Gets the instigating actor (that holds the ability system component) of the EffectContext

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:Actor
classmethod effect_context_get_origin(effect_context) → Vector?

Gets the location the effect originated from

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:Vector
classmethod effect_context_get_original_instigator_actor(effect_context) → Actor?

Gets the original instigator actor that started the chain of events to cause this effect

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:Actor
classmethod effect_context_get_source_object(effect_context) → Object?

Gets the source object of the effect.

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:Object
classmethod effect_context_has_hit_result(effect_context) → bool?

Returns true if there is a valid hit result inside the effect context

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:bool
classmethod effect_context_is_instigator_locally_controlled(effect_context) → bool?

Returns true if the ability system component that instigated this is locally controlled

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:bool
classmethod effect_context_is_valid(effect_context) → bool?

Returns true if this context has ever been initialized

Parameters:effect_context (GameplayEffectContextHandle) –
Returns:
Return type:bool
classmethod effect_context_set_origin(effect_context, origin) → None?

Sets the location the effect originated from

Parameters:
classmethod equal_equal_gameplay_attribute_gameplay_attribute(attribute_a, attribute_b) → bool?

Simple equality operator for gameplay attributes

Parameters:
Returns:

Return type:

bool

classmethod evaluate_attribute_value_with_tags(ability_system, attribute, source_tags, target_tags) -> (float, success=bool)?

Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. bSuccess indicates the success or failure of this operation.

Parameters:
Returns:

success (bool):

Return type:

bool

classmethod evaluate_attribute_value_with_tags_and_base(ability_system, attribute, source_tags, target_tags, base_value) -> (float, success=bool)?

Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. bSuccess indicates the success or failure of this operation.

Parameters:
Returns:

success (bool):

Return type:

bool

classmethod filter_target_data(target_data_handle, actor_filter_class) → GameplayAbilityTargetDataHandle?

Create a new target data handle with filtration performed on the data

Parameters:
Returns:

Return type:

GameplayAbilityTargetDataHandle

classmethod forward_gameplay_cue_to_target(target_cue_interface, event_type, parameters) → None?

Forwards the gameplay cue to another gameplay cue interface object

Parameters:
classmethod get_ability_system_component(actor) → AbilitySystemComponent?

Tries to find an ability system component on the actor, will use AbilitySystemInterface

Parameters:actor (Actor) –
Returns:
Return type:AbilitySystemComponent
classmethod get_active_gameplay_effect_debug_string(active_handle) → str?

Returns a debug string for display

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:str
classmethod get_active_gameplay_effect_expected_end_time(active_handle) → float?

Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!)

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:float
classmethod get_active_gameplay_effect_remaining_duration(world_context_object, active_handle) → float?

Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time

Parameters:
Returns:

Return type:

float

classmethod get_active_gameplay_effect_stack_count(active_handle) → int32?

Returns current stack count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:int32
classmethod get_active_gameplay_effect_stack_limit_count(active_handle) → int32?

Returns stack limit count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:int32
classmethod get_active_gameplay_effect_start_time(active_handle) → float?

Returns the start time (time which the GE was added) for a given GameplayEffect

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:float
classmethod get_active_gameplay_effect_total_duration(active_handle) → float?

Returns the total duration for a given GameplayEffect

Parameters:active_handle (ActiveGameplayEffectHandle) –
Returns:
Return type:float
classmethod get_actor_by_index(parameters, index) → Actor?

Returns actor stored in the Effect Context used by this cue

Parameters:
Returns:

Return type:

Actor

classmethod get_actor_count(parameters) → int32?

Returns number of actors stored in the Effect Context used by this cue

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:int32
classmethod get_actors_from_target_data(target_data, index) -> Array(Actor)?

Returns all actors targeted, for a given index

Parameters:
Returns:

Return type:

Array(Actor)

classmethod get_all_actors_from_target_data(target_data) -> Array(Actor)?

Returns all actors targeted

Parameters:target_data (GameplayAbilityTargetDataHandle) –
Returns:
Return type:Array(Actor)
classmethod get_all_linked_gameplay_effect_spec_handles(spec_handle) -> Array(GameplayEffectSpecHandle)?

Returns handles for all Linked GE Specs that SpecHandle may apply. Useful if you want to append additional information to them.

Parameters:spec_handle (GameplayEffectSpecHandle) –
Returns:
Return type:Array(GameplayEffectSpecHandle)
classmethod get_data_count_from_target_data(target_data) → int32?

Returns number of target data objects, not necessarily number of distinct targets

Parameters:target_data (GameplayAbilityTargetDataHandle) –
Returns:
Return type:int32
classmethod get_effect_context(spec_handle) → GameplayEffectContextHandle?

Gets the GameplayEffectSpec’s effect context handle

Parameters:spec_handle (GameplayEffectSpecHandle) –
Returns:
Return type:GameplayEffectContextHandle
classmethod get_float_attribute(actor, attribute) -> (float, successfully_found_attribute=bool)?

Returns the value of Attribute from the ability system component belonging to Actor.

Parameters:
Returns:

successfully_found_attribute (bool):

Return type:

bool

classmethod get_float_attribute_base(actor, attribute) -> (float, successfully_found_attribute=bool)?

Returns the base value of Attribute from the ability system component belonging to Actor.

Parameters:
Returns:

successfully_found_attribute (bool):

Return type:

bool

classmethod get_float_attribute_base_from_ability_system_component(ability_system_component, attribute) -> (float, successfully_found_attribute=bool)?

Returns the base value of Attribute from the ability system component AbilitySystemComponent.

Parameters:
Returns:

successfully_found_attribute (bool):

Return type:

bool

classmethod get_float_attribute_from_ability_system_component(ability_system, attribute) -> (float, successfully_found_attribute=bool)?

Returns the value of Attribute from the ability system component AbilitySystem.

Parameters:
Returns:

successfully_found_attribute (bool):

Return type:

bool

classmethod get_gameplay_cue_direction(target_actor, parameters) → Vector or None?

Gets the best normalized effect direction for this gameplay cue. This is useful for effects that require the direction of an enemy attack. Returns true if a valid direction could be calculated.

Parameters:
Returns:

direction (Vector):

Return type:

Vector or None

classmethod get_gameplay_cue_end_location_and_normal(target_actor, parameters) → (location=Vector, normal=Vector) or None?

Gets the best end location and normal for this gameplay cue. If there is hit result data, it will return this. Otherwise it will return the target actor’s location/rotation. If none of this is available, it will return false.

Parameters:
Returns:

location (Vector):

normal (Vector):

Return type:

tuple or None

classmethod get_hit_result(parameters) → HitResult?

Returns a hit result stored in the effect context if valid

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:HitResult
classmethod get_hit_result_from_target_data(hit_result, index) → HitResult?

Returns the hit result for a given index if it exists

Parameters:
Returns:

Return type:

HitResult

classmethod get_instigator_actor(parameters) → Actor?

Gets the instigating actor (that holds the ability system component) of the GameplayCue

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:Actor
classmethod get_instigator_transform(parameters) → Transform?

Gets instigating world location

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:Transform
classmethod get_modified_attribute_magnitude(spec_handle, attribute) → float?

Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.

Parameters:
Returns:

Return type:

float

classmethod get_origin(parameters) → Vector?

Gets instigating world location

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:Vector
classmethod get_target_data_end_point(target_data, index) → Vector?

Returns the end point for a given index if it exists

Parameters:
Returns:

Return type:

Vector

classmethod get_target_data_end_point_transform(target_data, index) → Transform?

Returns the end point transform for a given index if it exists

Parameters:
Returns:

Return type:

Transform

classmethod get_target_data_origin(target_data, index) → Transform?

Returns the origin for a given index if it exists

Parameters:
Returns:

Return type:

Transform

classmethod has_hit_result(parameters) → bool?

Checks if the effect context has a hit reslt stored inside

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:bool
classmethod is_instigator_locally_controlled(parameters) → bool?

Returns true if the ability system component that spawned this cue is locally controlled

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:bool
classmethod is_instigator_locally_controlled_player(parameters) → bool?

Returns true if the ability system component that spawned this cue is locally controlled and a player

Parameters:parameters (GameplayCueParameters) –
Returns:
Return type:bool
classmethod is_valid(attribute) → bool?

Returns true if the attribute actually exists

Parameters:attribute (GameplayAttribute) –
Returns:
Return type:bool
classmethod make_filter_handle(filter, filter_actor) → GameplayTargetDataFilterHandle?

Create a handle for filtering target data, filling out all fields

Parameters:
Returns:

Return type:

GameplayTargetDataFilterHandle

classmethod make_spec_handle(gameplay_effect, instigator, effect_causer, level=1.000000) → GameplayEffectSpecHandle?

Create a spec handle, filling out all fields

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod not_equal_gameplay_attribute_gameplay_attribute(attribute_a, attribute_b) → bool?

Simple inequality operator for gameplay attributes

Parameters:
Returns:

Return type:

bool

classmethod send_gameplay_event_to_actor(actor, event_tag, payload) → None?

This function can be used to trigger an ability on the actor in question with useful payload data.

Parameters:
classmethod set_duration(spec_handle, duration) → GameplayEffectSpecHandle?

Manually sets the duration on a specific effect

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod set_stack_count(spec_handle, stack_count) → GameplayEffectSpecHandle?

Sets the GameplayEffectSpec’s StackCount to the specified amount (prior to applying)

Parameters:
Returns:

Return type:

GameplayEffectSpecHandle

classmethod set_stack_count_to_max(spec_handle) → GameplayEffectSpecHandle?

Sets the GameplayEffectSpec’s StackCount to the max stack count defined in the GameplayEffect definition

Parameters:spec_handle (GameplayEffectSpecHandle) –
Returns:
Return type:GameplayEffectSpecHandle
classmethod target_data_has_actor(target_data, index) → bool?

Returns true if the given TargetData has at least 1 actor targeted

Parameters:
Returns:

Return type:

bool

classmethod target_data_has_end_point(target_data, index) → bool?

Returns true if the target data has an end point

Parameters:
Returns:

Return type:

bool

classmethod target_data_has_hit_result(hit_result, index) → bool?

Returns true if the target data has a hit result

Parameters:
Returns:

Return type:

bool

classmethod target_data_has_origin(target_data, index) → bool?

Returns true if the target data has an origin

Parameters:
Returns:

Return type:

bool