G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FGameplayCueNotify_BurstEffects Struct Reference

FGameplayCueNotify_BurstEffects. More...

Public Member Functions

Functions
FGameplayCueNotify_BurstEffects & opAssign (FGameplayCueNotify_BurstEffects Other)

Public Attributes

GameplayCueNotify
TArray< FGameplayCueNotify_SoundInfo > BurstSounds
 Sound to be played on gameplay cue execution. These should never use looping effects!
FGameplayCueNotify_CameraShakeInfo BurstCameraShake
 Camera shake to be played on gameplay cue execution. This should never use a looping effect!
FGameplayCueNotify_CameraLensEffectInfo BurstCameraLensEffect
 Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!
FGameplayCueNotify_ForceFeedbackInfo BurstForceFeedback
 Force feedback to be played on gameplay cue execution. This should never use a looping effect!
FGameplayCueNotify_InputDevicePropertyInfo BurstDevicePropertyEffect
 Input device properties to be applied on gameplay cue execution.
FGameplayCueNotify_DecalInfo BurstDecal
 Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.
TArray< FGameplayCueNotify_ParticleInfo > BurstParticles
 Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

Detailed Description

FGameplayCueNotify_BurstEffects.

Set of effects to spawn for a single event, used by all gameplay cue notify types.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ BurstCameraLensEffect

Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

◆ BurstCameraShake

Camera shake to be played on gameplay cue execution. This should never use a looping effect!

◆ BurstDecal

Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

◆ BurstDevicePropertyEffect

FGameplayCueNotify_InputDevicePropertyInfo BurstDevicePropertyEffect

Input device properties to be applied on gameplay cue execution.

◆ BurstForceFeedback

Force feedback to be played on gameplay cue execution. This should never use a looping effect!

◆ BurstParticles

Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

◆ BurstSounds

Sound to be played on gameplay cue execution. These should never use looping effects!