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

FGameplayCueNotify_LoopingEffects. More...

Public Member Functions

Functions
FGameplayCueNotify_LoopingEffects & opAssign (FGameplayCueNotify_LoopingEffects Other)

Public Attributes

GameplayCueNotify
TArray< FGameplayCueNotify_SoundInfo > LoopingSounds
 Sound to be played on gameplay cue loop start.
FGameplayCueNotify_CameraShakeInfo LoopingCameraShake
 Camera shake to be played on gameplay cue loop start.
FGameplayCueNotify_CameraLensEffectInfo LoopingCameraLensEffect
 Camera lens effect to be played on gameplay cue loop start.
FGameplayCueNotify_ForceFeedbackInfo LoopingForceFeedback
 Force feedback to be played on gameplay cue loop start.
FGameplayCueNotify_InputDevicePropertyInfo LoopingInputDevicePropertyEffect
 Input device properties to be applied on gameplay cue loop start.
TArray< FGameplayCueNotify_ParticleInfo > LoopingParticles
 Particle systems to be spawned on gameplay cue loop start.

Detailed Description

FGameplayCueNotify_LoopingEffects.

Set of looping effects to spawn for looping gameplay cues.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ LoopingCameraLensEffect

FGameplayCueNotify_CameraLensEffectInfo LoopingCameraLensEffect

Camera lens effect to be played on gameplay cue loop start.

◆ LoopingCameraShake

Camera shake to be played on gameplay cue loop start.

◆ LoopingForceFeedback

Force feedback to be played on gameplay cue loop start.

◆ LoopingInputDevicePropertyEffect

FGameplayCueNotify_InputDevicePropertyInfo LoopingInputDevicePropertyEffect

Input device properties to be applied on gameplay cue loop start.

◆ LoopingParticles

Particle systems to be spawned on gameplay cue loop start.

◆ LoopingSounds

Sound to be played on gameplay cue loop start.