GASToolsets.GameplayCueToolset¶
Provides tools for inspecting, executing, and managing gameplay cues and their notify assets.
8 tool(s).
GASToolsets.GameplayCueToolset.AddCueTag¶
Adds a new gameplay cue tag to the project. This should ONLY be called after getting explicit direction or permission from the user.
Input schema
{
"properties": {
"comment": {
"default": "/**\n\t * Adds a new gameplay cue tag to the project.\n\t * This should ONLY be called after getting explicit direction or permission from the user.\n\t * @param CueTag The fully-qualified tag to add. Must begin with \"GameplayCue.\"\n\t * (e.g. \"GameplayCue.Character.Death\").\n\t * @param Comment An optional developer comment describing the cue's purpose.\n\t * @return True if the tag was added successfully.\n\t */",
"description": "An optional developer comment describing the cue's purpose.",
"type": "string"
},
"cueTag": {
"description": "The fully-qualified tag to add. Must begin with \"GameplayCue.\" (e.g. \"GameplayCue.Character.Death\").",
"type": "string"
}
},
"required": [
"cueTag"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "True if the tag was added successfully.",
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.CreateCueNotifyAsset¶
Creates a new GameplayCueNotify Blueprint asset at the specified content browser location. This should ONLY be called after getting explicit direction or permission from the user.
Input schema
{
"properties": {
"assetName": {
"description": "The file name for the new asset, e.g. \"GCN_CharacterDeath\".",
"type": "string"
},
"bIsActor": {
"description": "If true, creates a GameplayCueNotify_Actor (spawned actor in the world). If false, creates a GameplayCueNotify_Static (instant effect, no spawned actor).",
"type": "boolean"
},
"cueTag": {
"description": "The gameplay cue tag the notify should respond to. The tag must already exist; create it first with AddCueTag if needed.",
"type": "string"
},
"packagePath": {
"description": "The content browser folder for the asset, e.g. \"/Game/Effects/Cues\".",
"type": "string"
}
},
"required": [
"cueTag",
"packagePath",
"assetName",
"bIsActor"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "The object path of the created asset, or an empty string on failure.",
"type": "string"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.ExecuteCueOnSelectedActor¶
Executes a gameplay cue non-replicated on the currently selected actor in the editor. Useful for previewing cue effects without network replication. Requires a PIE session or a configured GameplayCueManager to produce visible results.
Input schema
{
"properties": {
"cueTag": {
"description": "The fully-qualified tag of the cue to execute, e.g. \"GameplayCue.Character.Death\".",
"type": "string"
},
"location": {
"description": "World-space location parameter passed to the cue.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"normal": {
"description": "World-space direction parameter passed to the cue.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"normalizedMagnitude": {
"description": "A normalized (0.0-1.0) magnitude value passed to the cue.",
"type": "number"
}
},
"required": [
"cueTag",
"normalizedMagnitude",
"location",
"normal"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "True if the cue was dispatched. Raises a script error if no actor is selected or the tag does not exist.",
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.FindCueNotifyAssets¶
Returns all GameplayCueNotify assets found in the project via the asset registry.
Input schema
{
"properties": {
"parentTag": {
"description": "If non-empty, only notifies whose cue tag descends from this tag are returned. Pass an empty string to return all notify assets in the project.",
"type": "string"
}
},
"required": [
"parentTag"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "A list of notify descriptors, sorted by cue tag.",
"items": {
"properties": {
"assetName": {
"description": "The asset name without the package path (e.g. \"GCN_Death\").",
"type": "string"
},
"assetPath": {
"description": "The full object path to the asset (e.g. \"/Game/Effects/GCN_Death.GCN_Death\").",
"type": "string"
},
"cueTag": {
"description": "The gameplay cue tag this notify responds to.",
"type": "string"
},
"notifyType": {
"description": "\"Static\" for UGameplayCueNotify_Static subclasses, \"Actor\" for AGameplayCueNotify_Actor subclasses.",
"type": "string"
}
},
"required": [
"cueTag",
"assetPath",
"assetName",
"notifyType"
],
"title": "GameplayCueNotifyInfo",
"type": "object"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.FindCueTagsWithoutNotifies¶
Returns gameplay cue tags that have no corresponding GameplayCueNotify asset in the project. Tags without notifies produce no visible effect when triggered at runtime.
Input schema
{
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "A sorted list of gameplay cue tag names with no associated notify assets.",
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.GetCueInfo¶
Returns information about a specific gameplay cue, including its notify asset.
Input schema
{
"properties": {
"cueTag": {
"description": "The fully-qualified gameplay cue tag, e.g. \"GameplayCue.Character.Death\".",
"type": "string"
}
},
"required": [
"cueTag"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "The cue's notify asset path and type (\"Static\", \"Actor\", or \"None\"). Raises a script error if the tag does not exist.",
"properties": {
"notifyAssetPath": {
"description": "The object path to the associated GameplayCueNotify asset.\nEmpty if no notify has been found for this tag in the asset registry.",
"type": "string"
},
"notifyType": {
"description": "The notify base class: \"Static\", \"Actor\", or \"None\" if no notify is found.",
"type": "string"
},
"tag": {
"description": "The fully-qualified gameplay cue tag (e.g. \"GameplayCue.Character.Death\").",
"type": "string"
}
},
"required": [
"tag",
"notifyAssetPath",
"notifyType"
],
"title": "GameplayCueInfo",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.ListCues¶
Returns gameplay cue tags registered in the project.
Input schema
{
"properties": {
"parentTag": {
"description": "If non-empty, only cues descending from this tag are returned. For example, passing \"GameplayCue.Character\" returns all cues under that namespace. Pass an empty string to return all tags under the \"GameplayCue\" root.",
"type": "string"
}
},
"required": [
"parentTag"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "A sorted list of fully-qualified gameplay cue tag names.",
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
GASToolsets.GameplayCueToolset.RemoveCueTag¶
Removes a gameplay cue tag from the project. This should ONLY be called after getting explicit direction or permission from the user.
Input schema
{
"properties": {
"cueTag": {
"description": "The fully-qualified cue tag to remove (e.g. \"GameplayCue.Character.Death\").",
"type": "string"
}
},
"required": [
"cueTag"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "True if the tag was removed successfully.",
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}