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

Public Member Functions

Functions
TSubclassOf< AActor > GetActorClass () const
UAnimMontage GetAttackMontage () const
FName GetSocketName () const
AActor GetActor () const
Public Member Functions inherited from UAttackConfig
bool CanBeParried () const
bool CanKnockback () const
 Begin ~UGothicBaseConfig.
FGameplayTag GetAttackDirection () const
const TMap< FGameplayTag, float32 > & GetDamageMultipliers () const
float32 GetSuperArmorDamageMultiplier () const
float32 GetSuperArmorResistanceMultiplier () const
 UFUNCTION(BlueprintPure) float GetDistanceToTarget() const { return m_DistanceToTarget; }.
bool CanBeDeflected () const
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 UAttackConfig
static UClass StaticClass ()
Static Public Member Functions inherited from UDataAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Actor Class
TSoftClassPtr< AActor > m_ActorClass
Attack
TSoftObjectPtr< UAnimMontage > m_AttackMontage
Socket Name
FName m_SocketName
Variables
const TSubclassOf< AActor > ActorClass
const UAnimMontage AttackMontage
const FName SocketName
const AActor Actor
Public Attributes inherited from UAttackConfig
FGameplayTag m_AttackDirection
float32 m_SuperArmorResistanceMultiplier
float32 m_SuperArmorDamageMultiplier
bool m_CanKnockback
TMap< FGameplayTag, float32 > m_DamageMultipliers
const TMap< FGameplayTag, float32 > DamageMultipliers
const float32 SuperArmorDamageMultiplier
const float32 SuperArmorResistanceMultiplier
 UFUNCTION(BlueprintPure) float GetDistanceToTarget() const { return m_DistanceToTarget; }.
const FGameplayTag AttackDirection
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

Member Function Documentation

◆ GetActor()

AActor GetActor ( ) const

◆ GetActorClass()

TSubclassOf< AActor > GetActorClass ( ) const

◆ GetAttackMontage()

UAnimMontage GetAttackMontage ( ) const

◆ GetSocketName()

FName GetSocketName ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ Actor

const AActor Actor

◆ ActorClass

const TSubclassOf<AActor> ActorClass

◆ AttackMontage

const UAnimMontage AttackMontage

◆ m_ActorClass

TSoftClassPtr<AActor> m_ActorClass

◆ m_AttackMontage

TSoftObjectPtr<UAnimMontage> m_AttackMontage

◆ m_SocketName

FName m_SocketName

◆ SocketName

const FName SocketName