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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
FGameplayCueNotify_SpawnCondition.
Conditions used to determine if the gameplay cue notify should spawn.
| FGameplayCueNotify_SpawnCondition & opAssign | ( | FGameplayCueNotify_SpawnCondition | Other | ) |
| 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.
| float32 ChanceToPlay |
Random chance to play the effects. (1.0 = always play, 0.0 = never play).
| EGameplayCueNotify_LocallyControlledPolicy LocallyControlledPolicy |
Locally controlled policy used to determine if the gameplay cue effects should spawn.
| EGameplayCueNotify_LocallyControlledSource LocallyControlledSource |
Source actor to use when determining if it is locally controlled.
| 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.