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

This class is Angel Scriptable only. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicBaseConfig
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

SwimConfig
TSubclassOf< UScriptGameplayEffect > m_SwimmingEffect
float32 m_DiveToSwimHeight
float32 m_WalkToSwimHeight
float32 m_SwimToWalkHeight
float32 m_CrouchableWaterHeight
float32 m_CapsuleSwimmingHalfHeight
float32 m_WaterWalkingHeight
float32 m_MaxPotentialDiveDepth
 How deep can characters dive? There is technically no limit, but NPCs need this to know how far they can trace to detect ground.
TSubclassOf< UScriptGameplayEffect > m_WaterWalkingEffect
 Effects used to manage water weapons.
float32 m_SwimToDiveHeight
TSubclassOf< UScriptGameplayEffect > m_DivingEffect
Water Forces
float32 m_WaterEntryVelocityThreshold
 Minimum downward veloity to trigger water entry force (prevents trigger on slow entry).
float32 m_WaterEntryImpactDuration
 IMPACT (Duration of high resistance when penetrating water surface).
float32 m_WaterImpactFrictionMultiplier
 Friction multiplier during impact (>1.0 increases resistance).
float32 m_WaterImpactDragMultiplier
 Drag force multiplier during impact (opposes entry velocity).
float32 m_WaterGlideFrictionReduction
 Friction reduction during glide (0.0 = no reduction, 1.0 = complete removal).
float32 m_WaterEntryGlideDuration
 GLIDE (Duration of reduced friction for underwater gliding).
bool m_bEnableWaterEntryForce
 Enable water entry forces.
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

Detailed Description

This class is Angel Scriptable only.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ m_bEnableWaterEntryForce

bool m_bEnableWaterEntryForce

Enable water entry forces.

◆ m_CapsuleSwimmingHalfHeight

float32 m_CapsuleSwimmingHalfHeight

◆ m_CrouchableWaterHeight

float32 m_CrouchableWaterHeight

◆ m_DiveToSwimHeight

float32 m_DiveToSwimHeight

◆ m_DivingEffect

◆ m_MaxPotentialDiveDepth

float32 m_MaxPotentialDiveDepth

How deep can characters dive? There is technically no limit, but NPCs need this to know how far they can trace to detect ground.

◆ m_SwimmingEffect

◆ m_SwimToDiveHeight

float32 m_SwimToDiveHeight

◆ m_SwimToWalkHeight

float32 m_SwimToWalkHeight

◆ m_WalkToSwimHeight

float32 m_WalkToSwimHeight

◆ m_WaterEntryGlideDuration

float32 m_WaterEntryGlideDuration

GLIDE (Duration of reduced friction for underwater gliding).

◆ m_WaterEntryImpactDuration

float32 m_WaterEntryImpactDuration

IMPACT (Duration of high resistance when penetrating water surface).

◆ m_WaterEntryVelocityThreshold

float32 m_WaterEntryVelocityThreshold

Minimum downward veloity to trigger water entry force (prevents trigger on slow entry).

◆ m_WaterGlideFrictionReduction

float32 m_WaterGlideFrictionReduction

Friction reduction during glide (0.0 = no reduction, 1.0 = complete removal).

◆ m_WaterImpactDragMultiplier

float32 m_WaterImpactDragMultiplier

Drag force multiplier during impact (opposes entry velocity).

◆ m_WaterImpactFrictionMultiplier

float32 m_WaterImpactFrictionMultiplier

Friction multiplier during impact (>1.0 increases resistance).

◆ m_WaterWalkingEffect

TSubclassOf<UScriptGameplayEffect> m_WaterWalkingEffect

Effects used to manage water weapons.

◆ m_WaterWalkingHeight

float32 m_WaterWalkingHeight