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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Deprecated | |
| FInheritedTagContainer | InheritableGameplayEffectTags |
| FGameplayTagRequirements | ApplicationTagRequirements |
| FGameplayEffectQuery | GrantedApplicationImmunityQuery |
| FGameplayTagRequirements | GrantedApplicationImmunityTags |
| FInheritedTagContainer | RemoveGameplayEffectsWithTags |
| FGameplayTagRequirements | RemovalTagRequirements |
| FInheritedTagContainer | InheritableBlockedAbilityTagsContainer |
| FGameplayTagRequirements | OngoingTagRequirements |
| FInheritedTagContainer | InheritableOwnedTagsContainer |
Deprecated|Display | |
| UGameplayEffectUIData | UIData |
Deprecated|Expiration | |
| TArray< TSubclassOf< UGameplayEffect > > | PrematureExpirationEffectClasses |
| TArray< TSubclassOf< UGameplayEffect > > | RoutineExpirationEffectClasses |
Deprecated|GameplayEffect | |
| TArray< FConditionalGameplayEffect > | ConditionalGameplayEffects |
Duration | |
| EGameplayEffectDurationType | DurationPolicy |
| Policy for the duration of this effect. | |
| FGameplayEffectModifierMagnitude | DurationMagnitude |
| Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration. | |
Duration|Period | |
| bool | bExecutePeriodicEffectOnApplication |
| If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses. // EditCondition in FGameplayEffectDetails. | |
| FScalableFloat | Period |
| Period in seconds. 0.0 for non-periodic effects. | |
| EGameplayEffectPeriodInhibitionRemovedPolicy | PeriodicInhibitionPolicy |
| How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails. | |
GameplayCues | |
| bool | bRequireModifierSuccessToTriggerCues |
| If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions). | |
| bool | bSuppressStackingCues |
| If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect. | |
| TArray< FGameplayEffectCue > | GameplayCues |
| Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc. | |
GameplayEffect | |
| TArray< FGameplayModifierInfo > | Modifiers |
| Array of modifiers that will affect the target of this effect. | |
| TArray< TObjectPtr< UGameplayEffectComponent > > | GEComponents |
| These Gameplay Effect Components define how this Gameplay Effect behaves when applied. | |
| TArray< FGameplayEffectExecutionDefinition > | Executions |
| Array of executions that will affect the target of this effect. | |
Granted Abilities | |
| TArray< FGameplayAbilitySpecDef > | GrantedAbilities |
Stacking | |
| EGameplayEffectStackingType | StackingType |
| How this GameplayEffect stacks with other instances of this same GameplayEffect. | |
| int | StackLimitCount |
| Stack limit for StackingType. | |
| EGameplayEffectStackingDurationPolicy | StackDurationRefreshPolicy |
| Policy for how the effect duration should be refreshed while stacking. | |
| EGameplayEffectStackingPeriodPolicy | StackPeriodResetPolicy |
| Policy for how the effect period should be reset (or not) while stacking. | |
| EGameplayEffectStackingExpirationPolicy | StackExpirationPolicy |
| Policy for how to handle duration expiring on this gameplay effect. | |
Stacking|Overflow | |
| bool | bClearStackOnOverflow |
| If true, the entire stack of the effect will be cleared once it overflows. | |
| TArray< TSubclassOf< UGameplayEffect > > | OverflowEffects |
| Effects to apply when a stacking effect "overflows" its stack count through another attempted application. Added whether the overflow application succeeds or not. | |
| bool | bDenyOverflowApplication |
| If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed. | |
Tags | |
| FGameplayEffectQuery | RemoveGameplayEffectQuery |
| 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 |
UGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs.
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static |
| FGameplayTagRequirements ApplicationTagRequirements |
| bool bClearStackOnOverflow |
If true, the entire stack of the effect will be cleared once it overflows.
| bool bDenyOverflowApplication |
If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed.
| bool bExecutePeriodicEffectOnApplication |
If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses. // EditCondition in FGameplayEffectDetails.
| bool bRequireModifierSuccessToTriggerCues |
If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions).
| bool bSuppressStackingCues |
If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
| TArray<FConditionalGameplayEffect> ConditionalGameplayEffects |
| FGameplayEffectModifierMagnitude DurationMagnitude |
Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
| EGameplayEffectDurationType DurationPolicy |
Policy for the duration of this effect.
| TArray<FGameplayEffectExecutionDefinition> Executions |
Array of executions that will affect the target of this effect.
| TArray<FGameplayEffectCue> GameplayCues |
Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc.
| TArray<TObjectPtr<UGameplayEffectComponent> > GEComponents |
| TArray<FGameplayAbilitySpecDef> GrantedAbilities |
| FGameplayEffectQuery GrantedApplicationImmunityQuery |
| FGameplayTagRequirements GrantedApplicationImmunityTags |
| FInheritedTagContainer InheritableBlockedAbilityTagsContainer |
| FInheritedTagContainer InheritableGameplayEffectTags |
| FInheritedTagContainer InheritableOwnedTagsContainer |
| TArray<FGameplayModifierInfo> Modifiers |
Array of modifiers that will affect the target of this effect.
| FGameplayTagRequirements OngoingTagRequirements |
| TArray<TSubclassOf<UGameplayEffect> > OverflowEffects |
Effects to apply when a stacking effect "overflows" its stack count through another attempted application. Added whether the overflow application succeeds or not.
| FScalableFloat Period |
Period in seconds. 0.0 for non-periodic effects.
| EGameplayEffectPeriodInhibitionRemovedPolicy PeriodicInhibitionPolicy |
How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails.
| TArray<TSubclassOf<UGameplayEffect> > PrematureExpirationEffectClasses |
| FGameplayTagRequirements RemovalTagRequirements |
| FGameplayEffectQuery RemoveGameplayEffectQuery |
| FInheritedTagContainer RemoveGameplayEffectsWithTags |
| TArray<TSubclassOf<UGameplayEffect> > RoutineExpirationEffectClasses |
| EGameplayEffectStackingDurationPolicy StackDurationRefreshPolicy |
Policy for how the effect duration should be refreshed while stacking.
| EGameplayEffectStackingExpirationPolicy StackExpirationPolicy |
Policy for how to handle duration expiring on this gameplay effect.
| EGameplayEffectStackingType StackingType |
How this GameplayEffect stacks with other instances of this same GameplayEffect.
| int StackLimitCount |
Stack limit for StackingType.
| EGameplayEffectStackingPeriodPolicy StackPeriodResetPolicy |
Policy for how the effect period should be reset (or not) while stacking.
| UGameplayEffectUIData UIData |