G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAbilitySystemTestAttributeSet Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAttributeSet
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AttributeTest
float32 CritMultiplier
float32 Health
 You can't make a GameplayEffect modify Health Directly (go through).
float32 Mana
float32 MaxMana
float32 Damage
 This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. // You can't make a GameplayEffect 'powered' by Damage (Its transient).
float32 SpellDamage
 This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects.
float32 PhysicalDamage
 This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects.
float32 CritChance
float32 MaxHealth
 NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets. You can't make a GameplayEffect modify Health Directly (go through).
float32 ArmorDamageReduction
float32 DodgeChance
float32 LifeSteal
float32 Strength
float32 StackingAttribute1
float32 StackingAttribute2
float32 NoStackAttribute
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 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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ArmorDamageReduction

float32 ArmorDamageReduction

◆ CritChance

float32 CritChance

◆ CritMultiplier

float32 CritMultiplier

◆ Damage

float32 Damage

This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. // You can't make a GameplayEffect 'powered' by Damage (Its transient).

◆ DodgeChance

float32 DodgeChance

◆ Health

float32 Health

You can't make a GameplayEffect modify Health Directly (go through).

◆ LifeSteal

float32 LifeSteal

◆ Mana

float32 Mana

◆ MaxHealth

float32 MaxHealth

NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets. You can't make a GameplayEffect modify Health Directly (go through).

◆ MaxMana

float32 MaxMana

◆ NoStackAttribute

float32 NoStackAttribute

◆ PhysicalDamage

float32 PhysicalDamage

This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects.

◆ SpellDamage

float32 SpellDamage

This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects.

◆ StackingAttribute1

float32 StackingAttribute1

◆ StackingAttribute2

float32 StackingAttribute2

◆ Strength

float32 Strength