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

Public Member Functions

Attributes
FGameplayAbilityActorInfo & GetActorInfo () const
bool TryGetAttributeBaseValue (FName AttributeName, float32 &OutBaseValue)
bool TrySetAttributeBaseValue (FName AttributeName, float32 NewBaseValue)
 Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set.
UAngelscriptAbilitySystemComponent GetOwningAbilitySystemComponent () const
bool TryGetAttributeCurrentValue (FName AttributeName, float32 &OutCurrentValue)
AActor GetOwningActor ()
Functions
bool OnInitFromMetaDataTable (const UDataTable DataTable)
 Return true if you could load the data. False if you want to use the default loading function.
void PostGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent)
void PostAttributeBaseChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) const
void PreAttributeBaseChange (FGameplayAttribute Attribute, float32 &NewValue) const
void PostAttributeChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue)
void PreAttributeChange (FGameplayAttribute Attribute, float32 &NewValue)
bool PreGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent)
 Return true if you want to allow the effect to execute.
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

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

Variables
const UAngelscriptAbilitySystemComponent OwningAbilitySystemComponent
const AActor OwningActor
const FGameplayAbilityActorInfo & ActorInfo
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

Replication

TArray< FName > ReplicatedAttributeBlackList
 The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list.
void OnRep_Attribute (FAngelscriptGameplayAttributeData &OldAttributeData)

Angelscript|Attributes

static bool TryGetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, FGameplayAttribute &OutGameplayAttribute)
 Attempt to find a gameplay attribute. This is useful with for example dynamic attributes where you are not sure if the attribute exists.
static FGameplayAttribute GetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName)
 Get an attribute on an attribute set that you expects will exist and want to assert if it for whatever reason does not.
static bool CompareGameplayAttributes (FGameplayAttribute First, FGameplayAttribute Second)
 Comapre two gameplay attributes whether or not they are equal.
void InitFromMetaDataTable (const UDataTable DataTable)

Member Function Documentation

◆ CompareGameplayAttributes()

bool CompareGameplayAttributes ( FGameplayAttribute First,
FGameplayAttribute Second )
static

Comapre two gameplay attributes whether or not they are equal.

◆ GetActorInfo()

FGameplayAbilityActorInfo & GetActorInfo ( ) const

◆ GetGameplayAttribute()

FGameplayAttribute GetGameplayAttribute ( TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass,
FName AttributeName )
static

Get an attribute on an attribute set that you expects will exist and want to assert if it for whatever reason does not.

◆ GetOwningAbilitySystemComponent()

UAngelscriptAbilitySystemComponent GetOwningAbilitySystemComponent ( ) const

◆ GetOwningActor()

AActor GetOwningActor ( )

◆ InitFromMetaDataTable()

void InitFromMetaDataTable ( const UDataTable DataTable)

◆ OnInitFromMetaDataTable()

bool OnInitFromMetaDataTable ( const UDataTable DataTable)

Return true if you could load the data. False if you want to use the default loading function.

◆ OnRep_Attribute()

void OnRep_Attribute ( FAngelscriptGameplayAttributeData & OldAttributeData)

◆ PostAttributeBaseChange()

void PostAttributeBaseChange ( FGameplayAttribute Attribute,
float32 OldValue,
float32 NewValue ) const

◆ PostAttributeChange()

void PostAttributeChange ( FGameplayAttribute Attribute,
float32 OldValue,
float32 NewValue )

◆ PostGameplayEffectExecute()

void PostGameplayEffectExecute ( FGameplayEffectSpec EffectSpec,
FGameplayModifierEvaluatedData & EvaluatedData,
UAngelscriptAbilitySystemComponent AbilitySystemComponent )

◆ PreAttributeBaseChange()

void PreAttributeBaseChange ( FGameplayAttribute Attribute,
float32 & NewValue ) const

◆ PreAttributeChange()

void PreAttributeChange ( FGameplayAttribute Attribute,
float32 & NewValue )

◆ PreGameplayEffectExecute()

bool PreGameplayEffectExecute ( FGameplayEffectSpec EffectSpec,
FGameplayModifierEvaluatedData & EvaluatedData,
UAngelscriptAbilitySystemComponent AbilitySystemComponent )

Return true if you want to allow the effect to execute.

◆ StaticClass()

UClass StaticClass ( )
static

◆ TryGetAttributeBaseValue()

bool TryGetAttributeBaseValue ( FName AttributeName,
float32 & OutBaseValue )

◆ TryGetAttributeCurrentValue()

bool TryGetAttributeCurrentValue ( FName AttributeName,
float32 & OutCurrentValue )

◆ TryGetGameplayAttribute()

bool TryGetGameplayAttribute ( TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass,
FName AttributeName,
FGameplayAttribute & OutGameplayAttribute )
static

Attempt to find a gameplay attribute. This is useful with for example dynamic attributes where you are not sure if the attribute exists.

◆ TrySetAttributeBaseValue()

bool TrySetAttributeBaseValue ( FName AttributeName,
float32 NewBaseValue )

Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set.

Member Data Documentation

◆ ActorInfo

const FGameplayAbilityActorInfo& ActorInfo

◆ OwningAbilitySystemComponent

const UAngelscriptAbilitySystemComponent OwningAbilitySystemComponent

◆ OwningActor

const AActor OwningActor

◆ ReplicatedAttributeBlackList

TArray<FName> ReplicatedAttributeBlackList

The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list.