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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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An activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated. More...
Public Member Functions | |
Functions | |
| UGameplayAbility | GetPrimaryInstance () const |
| void | SetbInputPressed (bool bValue) |
| bool | GetbRemoveAfterActivation () const |
| void | SetbRemoveAfterActivation (bool bValue) |
| bool | GetbPendingRemove () const |
| void | SetbPendingRemove (bool bValue) |
| bool | GetbActivateOnce () const |
| void | SetbActivateOnce (bool bValue) |
| bool | GetbInputPressed () const |
| bool | ShouldReplicateAbilitySpec () const |
| TArray< UGameplayAbility > | GetAbilityInstances () const |
| bool | IsActive () const |
| void | PreReplicatedRemoved (FGameplayAbilitySpecContainer InArraySerializer) |
| void | PostReplicatedAdd (FGameplayAbilitySpecContainer InArraySerializer) |
| FString | GetDebugString () |
| FGameplayAbilitySpec & | opAssign (FGameplayAbilitySpec Other) |
Public Attributes | |
Variables | |
| TArray< TObjectPtr< UGameplayAbility > > | ReplicatedInstances |
| Replicated instances of this ability.. | |
| UGameplayAbility | Ability |
| Ability of the spec (Always the CDO. This should be const but too many things modify it currently). | |
| int | Level |
| Level of Ability. | |
| int | InputID |
| InputID, if bound. | |
| TWeakObjectPtr< UObject > | SourceObject |
| Object this ability was created from, can be an actor or static object. Useful to bind an ability to a gameplay object. | |
| uint8 | ActiveCount |
| A count of the number of times this ability has been activated minus the number of times it has been ended. For instanced abilities this will be the number of currently active instances. Can't replicate until prediction accurately handles this. | |
| FGameplayAbilityActivationInfo | ActivationInfo |
| Activation state of this ability. This is not replicated since it needs to be overwritten locally on clients during prediction. | |
| FGameplayTagContainer | DynamicAbilityTags |
| Optional ability tags that are replicated. These tags are also captured as source tags by applied gameplay effects. | |
| TArray< TObjectPtr< UGameplayAbility > > | NonReplicatedInstances |
| Non replicating instances of this ability. | |
| FGameplayAbilitySpecHandle | Handle |
| Handle for outside sources to refer to this spec by. | |
| FActiveGameplayEffectHandle | GameplayEffectHandle |
| Handle to GE that granted us (usually invalid). FActiveGameplayEffectHandles are not synced across the network and this is valid only on Authority. If you need FGameplayAbilitySpec -> FActiveGameplayEffectHandle, then use AbilitySystemComponent::FindActiveGameplayEffectHandle. | |
| bool | bInputPressed |
| bool | bRemoveAfterActivation |
| bool | bPendingRemove |
| bool | bActivateOnce |
| const UGameplayAbility | PrimaryInstance |
| const TArray< UGameplayAbility > | AbilityInstances |
| const FString | DebugString |
An activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated.
| TArray< UGameplayAbility > GetAbilityInstances | ( | ) | const |
| bool GetbActivateOnce | ( | ) | const |
| bool GetbInputPressed | ( | ) | const |
| bool GetbPendingRemove | ( | ) | const |
| bool GetbRemoveAfterActivation | ( | ) | const |
| FString GetDebugString | ( | ) |
| UGameplayAbility GetPrimaryInstance | ( | ) | const |
| bool IsActive | ( | ) | const |
| FGameplayAbilitySpec & opAssign | ( | FGameplayAbilitySpec | Other | ) |
| void PostReplicatedAdd | ( | FGameplayAbilitySpecContainer | InArraySerializer | ) |
| void PreReplicatedRemoved | ( | FGameplayAbilitySpecContainer | InArraySerializer | ) |
| void SetbActivateOnce | ( | bool | bValue | ) |
| void SetbInputPressed | ( | bool | bValue | ) |
| void SetbPendingRemove | ( | bool | bValue | ) |
| void SetbRemoveAfterActivation | ( | bool | bValue | ) |
| bool ShouldReplicateAbilitySpec | ( | ) | const |
| UGameplayAbility Ability |
Ability of the spec (Always the CDO. This should be const but too many things modify it currently).
| const TArray<UGameplayAbility> AbilityInstances |
| FGameplayAbilityActivationInfo ActivationInfo |
Activation state of this ability. This is not replicated since it needs to be overwritten locally on clients during prediction.
| uint8 ActiveCount |
A count of the number of times this ability has been activated minus the number of times it has been ended. For instanced abilities this will be the number of currently active instances. Can't replicate until prediction accurately handles this.
| bool bActivateOnce |
| bool bInputPressed |
| bool bPendingRemove |
| bool bRemoveAfterActivation |
| const FString DebugString |
| FGameplayTagContainer DynamicAbilityTags |
Optional ability tags that are replicated. These tags are also captured as source tags by applied gameplay effects.
| FActiveGameplayEffectHandle GameplayEffectHandle |
Handle to GE that granted us (usually invalid). FActiveGameplayEffectHandles are not synced across the network and this is valid only on Authority. If you need FGameplayAbilitySpec -> FActiveGameplayEffectHandle, then use AbilitySystemComponent::FindActiveGameplayEffectHandle.
| FGameplayAbilitySpecHandle Handle |
Handle for outside sources to refer to this spec by.
| int InputID |
InputID, if bound.
| int Level |
Level of Ability.
| TArray<TObjectPtr<UGameplayAbility> > NonReplicatedInstances |
Non replicating instances of this ability.
| const UGameplayAbility PrimaryInstance |
| TArray<TObjectPtr<UGameplayAbility> > ReplicatedInstances |
Replicated instances of this ability..
| TWeakObjectPtr<UObject> SourceObject |
Object this ability was created from, can be an actor or static object. Useful to bind an ability to a gameplay object.