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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FGameplayCueNotify_SpawnResult. More...
Public Member Functions | |
Functions | |
| FGameplayCueNotify_SpawnResult & | opAssign (FGameplayCueNotify_SpawnResult Other) |
Public Attributes | |
GameplayCueNotify | |
| TArray< TObjectPtr< UAudioComponent > > | AudioComponents |
| List of audio components spawned. There may be null pointers here as it matches the defined order. | |
| TArray< TObjectPtr< UCameraShakeBase > > | CameraShakes |
| List of camera shakes played. There will be one camera shake per local player controller if shake is played in world. | |
| UForceFeedbackComponent | ForceFeedbackComponent |
| Force feedback component that was spawned. This is only valid when force feedback is set to play in world. | |
| UDecalComponent | DecalComponent |
| Spawned decal component. This may be null. | |
| TArray< TObjectPtr< UFXSystemComponent > > | FxSystemComponents |
| List of FX components spawned. There may be null pointers here as it matches the defined order. | |
FGameplayCueNotify_SpawnResult.
Temporary structure used to track results of spawning components.
| FGameplayCueNotify_SpawnResult & opAssign | ( | FGameplayCueNotify_SpawnResult | Other | ) |
| TArray<TObjectPtr<UAudioComponent> > AudioComponents |
List of audio components spawned. There may be null pointers here as it matches the defined order.
| TArray<TObjectPtr<UCameraShakeBase> > CameraShakes |
List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.
| UDecalComponent DecalComponent |
Spawned decal component. This may be null.
| UForceFeedbackComponent ForceFeedbackComponent |
Force feedback component that was spawned. This is only valid when force feedback is set to play in world.
| TArray<TObjectPtr<UFXSystemComponent> > FxSystemComponents |
List of FX components spawned. There may be null pointers here as it matches the defined order.