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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UScriptGameplayEffect
static UClass StaticClass ()
Static Public Member Functions inherited from UGameplayEffectBase
static UClass StaticClass ()
Static Public Member Functions inherited from UGameplayEffect
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

Public Member Functions inherited from UScriptGameplayEffect
void MultiplyAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 MultiplyBy)
 Multiply the given Attribute by a constant amount.
void DecreaseAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 DecreaseBy)
 Decrease the given Attribute by a constant amount.
void DecreaseAttributeByPercentage (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 Percentage)
 Decrease the given Attribute by a percentage of itself (1.0f = 100%).
FGameplayAttribute GetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName)
EGameplayEffectDurationType GetDurationType ()
void IncreaseAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 IncreaseBy)
 Increase the given Attribute by a constant amount.
void IncreaseAttributeByPercentage (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 Percentage)
 Increase the given Attribute by a percentage of itself (1.0f = 100%).
void AddCallerValueToAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, FGameplayTag DataTag)
 Add a value from the effects caller to the given Attribute (Parametrized effect).
void RefreshAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName)
 Refresh the given attibute. Useful when the max value of an attribute changes in a debuff GE and the current value must be refreshed (base value may not have changed).
void SetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 SetTo)
 Decrease the given Attribute by a constant amount.
void SetCallerValueToAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, FGameplayTag DataTag)
 Set (override) a value from the effects caller to the given Attribute (Parametrized effect).
void SetPeriodic (float32 NewPeriod, float32 NewDuration)
 Set the effect as a periodic effect.
void UseCallerValueAsDuration (FGameplayTag DataTag)
 Set (override) a value from the effects caller to the effects Duration time. (Parametrized effect).
Public Member Functions inherited from UGameplayEffectBase
void RemoveOtherTags ()
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
Public Attributes inherited from UScriptGameplayEffect
const EGameplayEffectDurationType DurationType
Public Attributes inherited from UGameplayEffectBase
UBlockAbilityTagsGameplayEffectComponent BlockAbilityTagsComponent
UAssetTagsGameplayEffectComponent AssetTagsComponent
UTargetTagRequirementsGameplayEffectComponent TargetTagRequirements
URemoveOtherGameplayEffectComponent RemoveOther
UAdditionalEffectsGameplayEffectComponent AdditionalEffects
UGothicAbilitiesGameplayEffectComponent AbilitiesComponent
FGameplayTagContainer TagsToRemoveOther
UTargetTagsGameplayEffectComponent TargetTagsComponent
Public Attributes inherited from UGameplayEffect
FInheritedTagContainer InheritableGameplayEffectTags
FGameplayTagRequirements ApplicationTagRequirements
FGameplayEffectQuery GrantedApplicationImmunityQuery
FGameplayTagRequirements GrantedApplicationImmunityTags
FInheritedTagContainer RemoveGameplayEffectsWithTags
FGameplayTagRequirements RemovalTagRequirements
FInheritedTagContainer InheritableBlockedAbilityTagsContainer
FGameplayTagRequirements OngoingTagRequirements
FInheritedTagContainer InheritableOwnedTagsContainer
UGameplayEffectUIData UIData
TArray< TSubclassOf< UGameplayEffect > > PrematureExpirationEffectClasses
TArray< TSubclassOf< UGameplayEffect > > RoutineExpirationEffectClasses
TArray< FConditionalGameplayEffect > ConditionalGameplayEffects
EGameplayEffectDurationType DurationPolicy
 Policy for the duration of this effect.
FGameplayEffectModifierMagnitude DurationMagnitude
 Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
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.
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.
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.
TArray< FGameplayAbilitySpecDef > GrantedAbilities
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.
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.
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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static