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

UGameplayCueNotify_Burst. More...

Public Member Functions

Functions
void OnBurst (AActor Target, FGameplayCueParameters Parameters, FGameplayCueNotify_SpawnResult SpawnResults) const
Public Member Functions inherited from UGameplayCueNotify_Static
bool OnActive (AActor MyTarget, FGameplayCueParameters Parameters) const
 Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation.
bool OnExecute (AActor MyTarget, FGameplayCueParameters Parameters) const
 Called when a GameplayCue is executed, this is used for instant effects or periodic ticks.
bool OnRemove (AActor MyTarget, FGameplayCueParameters Parameters) const
 Called when a GameplayCue with duration is removed.
bool WhileActive (AActor MyTarget, FGameplayCueParameters Parameters) const
 Called when a GameplayCue with duration is first seen as active, even if it wasn't actually just applied (Join in progress, etc).
void HandleGameplayCue (AActor MyTarget, EGameplayCueEvent EventType, FGameplayCueParameters Parameters) const
 Generic Event Graph event that will get called for every event type.
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 UGameplayCueNotify_Static
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

GCN Defaults
FGameplayCueNotify_PlacementInfo DefaultPlacementInfo
 Default placement rules. Applies for all spawns unless overridden.
FGameplayCueNotify_SpawnCondition DefaultSpawnCondition
 Default condition to check before spawning anything. Applies for all spawns unless overridden.
GCN Effects
FGameplayCueNotify_BurstEffects BurstEffects
 List of effects to spawn on burst.
Public Attributes inherited from UGameplayCueNotify_Static
bool IsOverride
 Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.
FGameplayTag GameplayCueTag
 Tag this notify is activated by.
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

Detailed Description

UGameplayCueNotify_Burst.

This is a non-instanced gameplay cue notify for effects that are one-offs.
Since it is not instanced, it cannot do latent actions such as delays and time lines.

Member Function Documentation

◆ OnBurst()

void OnBurst ( AActor Target,
FGameplayCueParameters Parameters,
FGameplayCueNotify_SpawnResult SpawnResults ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BurstEffects

List of effects to spawn on burst.

◆ DefaultPlacementInfo

FGameplayCueNotify_PlacementInfo DefaultPlacementInfo

Default placement rules. Applies for all spawns unless overridden.

◆ DefaultSpawnCondition

FGameplayCueNotify_SpawnCondition DefaultSpawnCondition

Default condition to check before spawning anything. Applies for all spawns unless overridden.