G1R AngelScript
Scripting reference for the Gothic 1 Remake
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GameplayCue Namespace Reference

Functions

GameplayCue
void ExecuteGameplayCueOnActor (AActor Target, const FGameplayTag GameplayCueTag, FGameplayCueParameters Parameters)
 Invoke a one time "instant" execute event for a gameplay cue on the target actor. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.
FGameplayCueParameters MakeGameplayCueParametersFromHitResult (FHitResult HitResult)
 Builds gameplay cue parameters using data from a hit result.
void RemoveGameplayCueOnActor (AActor Target, const FGameplayTag GameplayCueTag, FGameplayCueParameters Parameters)
 Invoke the removed event for a gameplay cue on the target actor. This should be paired with an AddGameplayCueOnActor call. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.
void AddGameplayCueOnActor (AActor Target, const FGameplayTag GameplayCueTag, FGameplayCueParameters Parameters)
 Invoke the added event for a gameplay cue on the target actor. This should be paired with a RemoveGameplayCueOnActor call. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.

Function Documentation

◆ AddGameplayCueOnActor()

void AddGameplayCueOnActor ( AActor Target,
const FGameplayTag GameplayCueTag,
FGameplayCueParameters Parameters )

Invoke the added event for a gameplay cue on the target actor. This should be paired with a RemoveGameplayCueOnActor call. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.

◆ ExecuteGameplayCueOnActor()

void ExecuteGameplayCueOnActor ( AActor Target,
const FGameplayTag GameplayCueTag,
FGameplayCueParameters Parameters )

Invoke a one time "instant" execute event for a gameplay cue on the target actor. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.

◆ MakeGameplayCueParametersFromHitResult()

FGameplayCueParameters MakeGameplayCueParametersFromHitResult ( FHitResult HitResult)

Builds gameplay cue parameters using data from a hit result.

◆ RemoveGameplayCueOnActor()

void RemoveGameplayCueOnActor ( AActor Target,
const FGameplayTag GameplayCueTag,
FGameplayCueParameters Parameters )

Invoke the removed event for a gameplay cue on the target actor. This should be paired with an AddGameplayCueOnActor call. If the actor has an ability system, the event will fire on authority only and will be replicated. If the actor does not have an ability system, the event will only be fired locally.