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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code. More...
Public Member Functions | |
Ability|GameplayEffect | |
| const FGameplayTagContainer & | GetSourceSpecTags (FGameplayEffectSpec EffectSpec) const |
| Returns the source spec tags from a Gameplay Effect Spec. | |
| float32 | GetSetByCallerMagnitudeByName (FGameplayEffectSpec EffectSpec, FName MagnitudeName) const |
| Extracts the Set by Caller Magnitude from a Gameplay Effect Spec. | |
| float32 | GetSetByCallerMagnitudeByTag (FGameplayEffectSpec EffectSpec, FGameplayTag Tag) const |
| Extracts the Set by Caller Magnitude from a Gameplay Effect Spec. | |
| const FGameplayTagContainer & | GetSourceActorTags (FGameplayEffectSpec EffectSpec) const |
| Returns the source actor tags from a Gameplay Effect Spec. | |
| FGameplayTagContainer | GetSourceAggregatedTags (FGameplayEffectSpec EffectSpec) const |
| Copies and returns the source aggregated tags from a Gameplay Effect Spec. | |
| const FGameplayTagContainer & | GetTargetActorTags (FGameplayEffectSpec EffectSpec) const |
| Returns the target actor tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations. | |
| FGameplayTagContainer | GetTargetAggregatedTags (FGameplayEffectSpec EffectSpec) const |
| Copies and returns the target aggregated tags from a Gameplay Effect Spec. | |
| const FGameplayTagContainer & | GetTargetSpecTags (FGameplayEffectSpec EffectSpec) const |
| Returns the target spec tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations. | |
| float32 | GetCapturedAttributeMagnitude (FGameplayEffectSpec EffectSpec, FGameplayAttribute Attribute, FGameplayTagContainer SourceTags, FGameplayTagContainer TargetTags) const |
| Gets the captured magnitude value for the given Attribute For this to work correctly, the Attribute needs to be added to the Relevant Attributes to Capture array. | |
Calculation | |
| float32 | CalculateBaseMagnitude (FGameplayEffectSpec Spec) const |
| Calculate the base magnitude of the gameplay effect modifier, given the specified spec. Note that the owning spec def can still modify this base value with a coeffecient and pre/post multiply adds. see FCustomCalculationBasedFloat::CalculateMagnitude for details. | |
| 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 UGameplayEffectCalculation | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
ExternalDependencies | |
| bool | bAllowNonNetAuthorityDependencyRegistration |
| Whether the calculation allows non-net authorities to register the external dependency multi-cast delegate or not; Effectively whether clients are allowed to perform the custom calculation themselves or not. | |
| Public Attributes inherited from UGameplayEffectCalculation | |
| TArray< FGameplayEffectAttributeCaptureDefinition > | RelevantAttributesToCapture |
| Attributes to capture that are relevant to the calculation. | |
| 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 |
Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code.
| float32 CalculateBaseMagnitude | ( | FGameplayEffectSpec | Spec | ) | const |
Calculate the base magnitude of the gameplay effect modifier, given the specified spec. Note that the owning spec def can still modify this base value with a coeffecient and pre/post multiply adds. see FCustomCalculationBasedFloat::CalculateMagnitude for details.
| Spec | Gameplay effect spec to use to calculate the magnitude with |
| float32 GetCapturedAttributeMagnitude | ( | FGameplayEffectSpec | EffectSpec, |
| FGameplayAttribute | Attribute, | ||
| FGameplayTagContainer | SourceTags, | ||
| FGameplayTagContainer | TargetTags ) const |
Gets the captured magnitude value for the given Attribute For this to work correctly, the Attribute needs to be added to the Relevant Attributes to Capture array.
| float32 GetSetByCallerMagnitudeByName | ( | FGameplayEffectSpec | EffectSpec, |
| FName | MagnitudeName ) const |
| float32 GetSetByCallerMagnitudeByTag | ( | FGameplayEffectSpec | EffectSpec, |
| FGameplayTag | Tag ) const |
| const FGameplayTagContainer & GetSourceActorTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
| FGameplayTagContainer GetSourceAggregatedTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
| const FGameplayTagContainer & GetSourceSpecTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
| const FGameplayTagContainer & GetTargetActorTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
| FGameplayTagContainer GetTargetAggregatedTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
| const FGameplayTagContainer & GetTargetSpecTags | ( | FGameplayEffectSpec | EffectSpec | ) | const |
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static |
| bool bAllowNonNetAuthorityDependencyRegistration |
Whether the calculation allows non-net authorities to register the external dependency multi-cast delegate or not; Effectively whether clients are allowed to perform the custom calculation themselves or not.
@Note: This is an advanced use case that should only be enabled under very specific circumstances. This is designed for games that are utilizing network dormancy and may want to trust the client to update non-gameplay critical attributes client-side without causing a network dormancy flush. Usage of this flag is NOT compatible with attribute capture within the calculation and will trigger an ensure if used in tandem. Clients are incapable of performing custom calculations that require attribute captures. In general, if your game is not using network dormancy, this should always remain disabled.
@Note: If enabling this for a custom calculation, be sure that the external delegate is sourced from something guaranteed to be on the client to avoid timing issues. As an example, binding to a delegate on a GameState is potentially unreliable, as the client reference to that actor may not be available during registration.