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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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! | |
FGameplayCueNotify_BurstEffects.
Set of effects to spawn for a single event, used by all gameplay cue notify types.
| FGameplayCueNotify_BurstEffects & opAssign | ( | FGameplayCueNotify_BurstEffects | Other | ) |
| FGameplayCueNotify_CameraLensEffectInfo BurstCameraLensEffect |
Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!
| FGameplayCueNotify_CameraShakeInfo BurstCameraShake |
Camera shake to be played on gameplay cue execution. This should never use a looping effect!
| 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.
| FGameplayCueNotify_InputDevicePropertyInfo BurstDevicePropertyEffect |
Input device properties to be applied on gameplay cue execution.
| FGameplayCueNotify_ForceFeedbackInfo BurstForceFeedback |
Force feedback to be played on gameplay cue execution. This should never use a looping effect!
| TArray<FGameplayCueNotify_ParticleInfo> BurstParticles |
Particle systems to be spawned on gameplay cue execution. These should never use looping effects!
| TArray<FGameplayCueNotify_SoundInfo> BurstSounds |
Sound to be played on gameplay cue execution. These should never use looping effects!