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

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

Detailed Description

Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions).

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bOnApplicationCopyDataFromOriginalSpec

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.

◆ OnApplicationGameplayEffects

TArray<FConditionalGameplayEffect> OnApplicationGameplayEffects

Other gameplay effects that will be applied to the target of this effect if the owning effect applies.

◆ OnCompleteAlways

TArray<TSubclassOf<UGameplayEffect> > OnCompleteAlways

Effects to apply when this effect completes, regardless of how it ends.

◆ OnCompleteNormal

TArray<TSubclassOf<UGameplayEffect> > OnCompleteNormal

Effects to apply when this effect expires naturally via its duration.

◆ OnCompletePrematurely

TArray<TSubclassOf<UGameplayEffect> > OnCompletePrematurely

Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.).