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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions). More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayEffectComponent | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
OnApplication | |
| TArray< FConditionalGameplayEffect > | OnApplicationGameplayEffects |
| Other gameplay effects that will be applied to the target of this effect if the owning effect applies. | |
| bool | bOnApplicationCopyDataFromOriginalSpec |
| This will copy all of the data (e.g. SetByCallerMagnitudes) from the GESpec that Applied this GameplayEffect to the new OnApplicationGameplayEffect Specs. One would think this is normally desirable (and how OnComplete works by default), but we default to false here for backwards compatability. | |
OnComplete | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompleteNormal |
| Effects to apply when this effect expires naturally via its duration. | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompletePrematurely |
| Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.). | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompleteAlways |
| Effects to apply when this effect completes, regardless of how it ends. | |
| 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 |
Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions).
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static |
| bool bOnApplicationCopyDataFromOriginalSpec |
This will copy all of the data (e.g. SetByCallerMagnitudes) from the GESpec that Applied this GameplayEffect to the new OnApplicationGameplayEffect Specs. One would think this is normally desirable (and how OnComplete works by default), but we default to false here for backwards compatability.
| TArray<FConditionalGameplayEffect> OnApplicationGameplayEffects |
Other gameplay effects that will be applied to the target of this effect if the owning effect applies.
| TArray<TSubclassOf<UGameplayEffect> > OnCompleteAlways |
Effects to apply when this effect completes, regardless of how it ends.
| TArray<TSubclassOf<UGameplayEffect> > OnCompleteNormal |
Effects to apply when this effect expires naturally via its duration.
| TArray<TSubclassOf<UGameplayEffect> > OnCompletePrematurely |
Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.).