G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
FGameplayCueNotify_SpawnCondition Struct Reference

FGameplayCueNotify_SpawnCondition. More...

Public Member Functions

Functions
FGameplayCueNotify_SpawnCondition & opAssign (FGameplayCueNotify_SpawnCondition Other)

Public Attributes

GameplayCueNotify
EGameplayCueNotify_LocallyControlledPolicy LocallyControlledPolicy
 Locally controlled policy used to determine if the gameplay cue effects should spawn.
float32 ChanceToPlay
 Random chance to play the effects. (1.0 = always play, 0.0 = never play).
TArray< EPhysicalSurface > AllowedSurfaceTypes
 The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.
TArray< EPhysicalSurface > RejectedSurfaceTypes
 The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.
EGameplayCueNotify_LocallyControlledSource LocallyControlledSource
 Source actor to use when determining if it is locally controlled.

Detailed Description

FGameplayCueNotify_SpawnCondition.

Conditions used to determine if the gameplay cue notify should spawn.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ AllowedSurfaceTypes

TArray<EPhysicalSurface> AllowedSurfaceTypes

The gameplay cue effects will only spawn if the surface type is in this list. An empty list means everything is allowed.

◆ ChanceToPlay

float32 ChanceToPlay

Random chance to play the effects. (1.0 = always play, 0.0 = never play).

◆ LocallyControlledPolicy

Locally controlled policy used to determine if the gameplay cue effects should spawn.

◆ LocallyControlledSource

Source actor to use when determining if it is locally controlled.

◆ RejectedSurfaceTypes

TArray<EPhysicalSurface> RejectedSurfaceTypes

The gameplay cue effects will only spawn if the surface type is NOT in this list. An empty list means nothing will be rejected.