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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityAsync | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UCancellableAsyncAction | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBlueprintAsyncActionBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Variables | |
| FOnAppliedDelegate__AbilityAsync_WaitGameplayEffectApplied | OnApplied |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Additional Inherited Members | |
| Public Member Functions inherited from UAbilityAsync | |
| void | EndAction () |
| Explicitly end the action, will disable any callbacks and allow action to be destroyed. | |
| void | Activate () |
| Public Member Functions inherited from UCancellableAsyncAction | |
| bool | IsActive () const |
| Returns true if this action is still active and has not completed or been cancelled. | |
| void | Cancel () |
| Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
This action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects.
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