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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects. More...
Public Member Functions | |
GameplayCueNotify | |
| 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 UObject | |
| static UClass | StaticClass () |
Public Attributes | |
GameplayCue | |
| 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 |
A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.
| void HandleGameplayCue | ( | AActor | MyTarget, |
| EGameplayCueEvent | EventType, | ||
| FGameplayCueParameters | Parameters ) const |
Generic Event Graph event that will get called for every event type.
| 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.
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static |
| 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).
| FGameplayTag GameplayCueTag |
Tag this notify is activated by.
| 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.