set_gameplay_cue_notify_actor_properties
Set lifetime, instancing, and override properties on a GameplayCueNotify_Actor Blueprint's class default object, saving without recompiling or adding an undo entry. Omitted properties stay unchanged.
Instructions
Write the lifetime, instancing and override properties you pass on the class default object of an AGameplayCueNotify_Actor Blueprint (Looping ones included), then save it without recompiling and without an undo entry. Properties left out keep their values; passing none, or a Blueprint of another class, is an error. A running PIE session or a read-only root fails before any edit. It never sets the cue tag: set_gameplay_cue_notify_looping_properties does for Looping notifies, set_gameplay_cue_notify_static_properties and set_gameplay_cue_notify_burst_properties for non-actor ones. get_gameplay_cue_notify_info reads them back.
Returns: { cue_notify_path: string, properties_set: int, auto_destroy_on_remove: bool, auto_destroy_delay: number, auto_attach_to_owner: bool, is_override: bool, unique_instance_per_instigator: bool, unique_instance_per_source_object: bool, allow_multiple_on_active_events: bool, allow_multiple_while_active_events: bool, num_preallocated_instances: int, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| is_override | No | Optional bool: this cue overrides parent-tag cues instead of running in addition | |
| cue_notify_path | Yes | Full asset path of the GameplayCueNotify_Actor/_Looping Blueprint | |
| auto_destroy_delay | No | Optional float: seconds to stay alive before auto-destroy (needs auto_destroy_on_remove) | |
| auto_attach_to_owner | No | Optional bool: attach the cue actor to the target while active | |
| auto_destroy_on_remove | No | Optional bool: auto recycle/destroy when OnRemove fires | |
| num_preallocated_instances | No | Optional int: how many instances of the cue to preallocate | |
| unique_instance_per_instigator | No | Optional bool: a new instance per instigator | |
| allow_multiple_on_active_events | No | Optional bool: re-trigger On Burst if already triggered | |
| unique_instance_per_source_object | No | Optional bool: a new instance per source object | |
| allow_multiple_while_active_events | No | Optional bool: re-trigger On Become Relevant if already triggered |