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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function. More...
Public Member Functions | |
Functions | |
| bool | GetbLooping () const |
| If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call. | |
| void | SetbLooping (bool Value) |
| If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call. | |
| bool | GetbIgnoreTimeDilation () const |
| If true, then this device property will ignore dilated delta time and use the Applications delta time instead. | |
| void | SetbIgnoreTimeDilation (bool Value) |
| If true, then this device property will ignore dilated delta time and use the Applications delta time instead. | |
| bool | GetbPlayWhilePaused () const |
| If true, then this device property will be played even if the game world is paused. | |
| void | SetbPlayWhilePaused (bool Value) |
| If true, then this device property will be played even if the game world is paused. | |
| FActivateDevicePropertyParams & | opAssign (FActivateDevicePropertyParams Other) |
Public Attributes | |
Activation Options | |
| FInputDeviceId | DeviceId |
| The Input Device that should receive the device property. If nothing is specified here, then the Platform User's default input device will be used. | |
| FPlatformUserId | UserId |
| The Platform User whose device's should receive the device property. | |
Variables | |
| bool | bIgnoreTimeDilation |
| bool | bPlayWhilePaused |
| bool | bLooping |
Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function.
| bool GetbIgnoreTimeDilation | ( | ) | const |
If true, then this device property will ignore dilated delta time and use the Applications delta time instead.
| bool GetbLooping | ( | ) | const |
If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.
| bool GetbPlayWhilePaused | ( | ) | const |
If true, then this device property will be played even if the game world is paused.
| FActivateDevicePropertyParams & opAssign | ( | FActivateDevicePropertyParams | Other | ) |
| void SetbIgnoreTimeDilation | ( | bool | Value | ) |
If true, then this device property will ignore dilated delta time and use the Applications delta time instead.
| void SetbLooping | ( | bool | Value | ) |
If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.
| void SetbPlayWhilePaused | ( | bool | Value | ) |
If true, then this device property will be played even if the game world is paused.
| bool bIgnoreTimeDilation |
| bool bLooping |
| bool bPlayWhilePaused |
| FInputDeviceId DeviceId |
| FPlatformUserId UserId |
The Platform User whose device's should receive the device property.