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

FGameplayCueNotify_ForceFeedbackInfo. More...

Public Member Functions

Functions
void SetbOverrideSpawnCondition (bool Value)
 If enabled, use the spawn condition override and not the default one.
bool GetbIsLooping () const
 If enabled, the force feedback will be set to loop.
void SetbIsLooping (bool Value)
 If enabled, the force feedback will be set to loop.
bool GetbOverrideSpawnCondition () const
 If enabled, use the spawn condition override and not the default one.
FGameplayCueNotify_ForceFeedbackInfo & opAssign (FGameplayCueNotify_ForceFeedbackInfo Other)
bool GetbOverridePlacementInfo () const
 If enabled, use the placement info override and not the default one.
void SetbOverridePlacementInfo (bool Value)
 If enabled, use the placement info override and not the default one.
bool GetbPlayInWorld () const
 If enabled, the force feedback will be played in the world and affect all players.
void SetbPlayInWorld (bool Value)
 If enabled, the force feedback will be played in the world and affect all players.

Public Attributes

GameplayCueNotify
UForceFeedbackAttenuation WorldAttenuation
 How the force feedback is attenuated over distance when played in world.
FGameplayCueNotify_PlacementInfo PlacementInfoOverride
 Defines how the force feedback will be placed.
UForceFeedbackEffect ForceFeedbackEffect
 Force feedback effect to play.
FName ForceFeedbackTag
 Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is "None" it will stop ALL force feedback effects if it is canceled.
float32 WorldIntensity
 Multiplier applied to the force feedback when played in world.
FGameplayCueNotify_SpawnCondition SpawnConditionOverride
 Condition to check before playing the force feedback.
Variables
bool bOverrideSpawnCondition
bool bOverridePlacementInfo
bool bPlayInWorld
bool bIsLooping

Detailed Description

FGameplayCueNotify_ForceFeedbackInfo.

Properties that specify how to play a force feedback effect.

Member Function Documentation

◆ GetbIsLooping()

bool GetbIsLooping ( ) const

If enabled, the force feedback will be set to loop.

◆ GetbOverridePlacementInfo()

bool GetbOverridePlacementInfo ( ) const

If enabled, use the placement info override and not the default one.

◆ GetbOverrideSpawnCondition()

bool GetbOverrideSpawnCondition ( ) const

If enabled, use the spawn condition override and not the default one.

◆ GetbPlayInWorld()

bool GetbPlayInWorld ( ) const

If enabled, the force feedback will be played in the world and affect all players.

◆ opAssign()

◆ SetbIsLooping()

void SetbIsLooping ( bool Value)

If enabled, the force feedback will be set to loop.

◆ SetbOverridePlacementInfo()

void SetbOverridePlacementInfo ( bool Value)

If enabled, use the placement info override and not the default one.

◆ SetbOverrideSpawnCondition()

void SetbOverrideSpawnCondition ( bool Value)

If enabled, use the spawn condition override and not the default one.

◆ SetbPlayInWorld()

void SetbPlayInWorld ( bool Value)

If enabled, the force feedback will be played in the world and affect all players.

Member Data Documentation

◆ bIsLooping

bool bIsLooping

◆ bOverridePlacementInfo

bool bOverridePlacementInfo

◆ bOverrideSpawnCondition

bool bOverrideSpawnCondition

◆ bPlayInWorld

bool bPlayInWorld

◆ ForceFeedbackEffect

UForceFeedbackEffect ForceFeedbackEffect

Force feedback effect to play.

◆ ForceFeedbackTag

FName ForceFeedbackTag

Tag used to identify the force feedback effect so it can later be canceled. Warning: If this is "None" it will stop ALL force feedback effects if it is canceled.

◆ PlacementInfoOverride

FGameplayCueNotify_PlacementInfo PlacementInfoOverride

Defines how the force feedback will be placed.

◆ SpawnConditionOverride

FGameplayCueNotify_SpawnCondition SpawnConditionOverride

Condition to check before playing the force feedback.

◆ WorldAttenuation

UForceFeedbackAttenuation WorldAttenuation

How the force feedback is attenuated over distance when played in world.

◆ WorldIntensity

float32 WorldIntensity

Multiplier applied to the force feedback when played in world.