set_gameplay_cue_notify_looping_properties
Configure the GameplayCue tag, actor lifetime, instancing, and override settings on a GameplayCueNotify_Looping Blueprint CDO to control cue behavior.
Instructions
Set GameplayCueTag + Actor lifetime/instancing/override props on an AGameplayCueNotify_Looping Blueprint CDO
Returns: { cue_notify_path: string, properties_set: int, gameplay_cue_tag: string, gameplay_cue_name: string, 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, note: string, 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_Looping Blueprint | |
| gameplay_cue_tag | No | Optional registered GameplayCue tag (sets GameplayCueTag + mirrors GameplayCueName); unregistered -> clean error | |
| 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 |