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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SendGameplayEventToEffectInstigator (FGameplayTag eventTag, const UObject optionalObject=nullptr, const UObject optionalObject2=nullptr) const |
| Sends a GameplayEvent to the effects target. Useful to notify the target about special conditions or changes within the attribute set. | |
| void | SendGameplayEventToEffectTarget (FGameplayTag eventTag, const UObject optionalObject=nullptr, const UObject optionalObject2=nullptr) const |
| Sends a GameplayEvent to the effects target. Useful to notify the target about special conditions or changes within the attribute set. | |
| bool | DidEffectChangeAttribute (FAngelscriptGameplayAttributeData attribute) const |
| Returns true, if the applied effect changed the given attribtue. | |
| Public Member Functions inherited from UAngelscriptAttributeSet | |
| FGameplayAbilityActorInfo & | GetActorInfo () const |
| bool | TryGetAttributeBaseValue (FName AttributeName, float32 &OutBaseValue) |
| bool | TrySetAttributeBaseValue (FName AttributeName, float32 NewBaseValue) |
| Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set. | |
| UAngelscriptAbilitySystemComponent | GetOwningAbilitySystemComponent () const |
| bool | TryGetAttributeCurrentValue (FName AttributeName, float32 &OutCurrentValue) |
| AActor | GetOwningActor () |
| bool | OnInitFromMetaDataTable (const UDataTable DataTable) |
| Return true if you could load the data. False if you want to use the default loading function. | |
| void | PostGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| void | PostAttributeBaseChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) const |
| void | PreAttributeBaseChange (FGameplayAttribute Attribute, float32 &NewValue) const |
| void | PostAttributeChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) |
| void | PreAttributeChange (FGameplayAttribute Attribute, float32 &NewValue) |
| bool | PreGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| Return true if you want to allow the effect to execute. | |
| void | OnRep_Attribute (FAngelscriptGameplayAttributeData &OldAttributeData) |
| void | InitFromMetaDataTable (const UDataTable DataTable) |
| 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 UAngelscriptAttributeSet | |
| static UClass | StaticClass () |
| static bool | TryGetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, FGameplayAttribute &OutGameplayAttribute) |
| Attempt to find a gameplay attribute. This is useful with for example dynamic attributes where you are not sure if the attribute exists. | |
| static FGameplayAttribute | GetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) |
| Get an attribute on an attribute set that you expects will exist and want to assert if it for whatever reason does not. | |
| static bool | CompareGameplayAttributes (FGameplayAttribute First, FGameplayAttribute Second) |
| Comapre two gameplay attributes whether or not they are equal. | |
| Static Public Member Functions inherited from UAttributeSet | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| Public Attributes inherited from UAngelscriptAttributeSet | |
| const UAngelscriptAbilitySystemComponent | OwningAbilitySystemComponent |
| const AActor | OwningActor |
| const FGameplayAbilityActorInfo & | ActorInfo |
| TArray< FName > | ReplicatedAttributeBlackList |
| The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list. | |
| 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 |
| bool DidEffectChangeAttribute | ( | FAngelscriptGameplayAttributeData | attribute | ) | const |
Returns true, if the applied effect changed the given attribtue.
Note: To be used in PostGameplayEffectExecute.
| void SendGameplayEventToEffectInstigator | ( | FGameplayTag | eventTag, |
| const UObject | optionalObject = nullptr, | ||
| const UObject | optionalObject2 = nullptr ) const |
Sends a GameplayEvent to the effects target. Useful to notify the target about special conditions or changes within the attribute set.
Note: To be used in PostGameplayEffectExecute.
| void SendGameplayEventToEffectTarget | ( | FGameplayTag | eventTag, |
| const UObject | optionalObject = nullptr, | ||
| const UObject | optionalObject2 = nullptr ) const |
Sends a GameplayEvent to the effects target. Useful to notify the target about special conditions or changes within the attribute set.
Note: To be used in PostGameplayEffectExecute.
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