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

Public Member Functions

Functions
USpellConfig GetSpellConfig () const
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

SpellConfigurationContainer
TSubclassOf< UGameplayEffect > m_CastStateLockMovementGameplayEffectClass
bool m_SetStateLockMovementOnSpell
bool m_OnLaunchSpellCastFinishByAnimNotify
 @DE - This is for spells that only has cast anim and require remove State_LockMovement at the end of the cast instead at the end of the spell. The spell ends before cast and remove State_LockMovement so the character can walk earlier than design wants.
TSubclassOf< UScriptGameplayEffect > m_SuperArmorEffect
float32 m_SuperArmorResistanceMultiplier
bool m_ShouldRestoreCameraBehaviour
bool m_SetStateLockMovementOnCast
TSubclassOf< UGameplayEffect > m_SpellStateLockMovementGameplayEffectClass
Variables
FGameplayTag m_SpellTag
FGameplayTag m_SpellCancelTag
TSubclassOf< USpellAnimationBaseDirector > m_AnimatorDirectorClass
const USpellConfig SpellConfig
TSubclassOf< USpellConfig > m_SpellConfigClass
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

◆ GetSpellConfig()

USpellConfig GetSpellConfig ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ m_AnimatorDirectorClass

TSubclassOf<USpellAnimationBaseDirector> m_AnimatorDirectorClass

◆ m_CastStateLockMovementGameplayEffectClass

TSubclassOf<UGameplayEffect> m_CastStateLockMovementGameplayEffectClass

◆ m_OnLaunchSpellCastFinishByAnimNotify

bool m_OnLaunchSpellCastFinishByAnimNotify

@DE - This is for spells that only has cast anim and require remove State_LockMovement at the end of the cast instead at the end of the spell. The spell ends before cast and remove State_LockMovement so the character can walk earlier than design wants.

◆ m_SetStateLockMovementOnCast

bool m_SetStateLockMovementOnCast

◆ m_SetStateLockMovementOnSpell

bool m_SetStateLockMovementOnSpell

◆ m_ShouldRestoreCameraBehaviour

bool m_ShouldRestoreCameraBehaviour

◆ m_SpellCancelTag

FGameplayTag m_SpellCancelTag

◆ m_SpellConfigClass

TSubclassOf<USpellConfig> m_SpellConfigClass

◆ m_SpellStateLockMovementGameplayEffectClass

TSubclassOf<UGameplayEffect> m_SpellStateLockMovementGameplayEffectClass

◆ m_SpellTag

FGameplayTag m_SpellTag

◆ m_SuperArmorEffect

TSubclassOf<UScriptGameplayEffect> m_SuperArmorEffect

◆ m_SuperArmorResistanceMultiplier

float32 m_SuperArmorResistanceMultiplier

◆ SpellConfig

const USpellConfig SpellConfig