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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Metadata about a gameplay cue execution. More...
Public Member Functions | |
Gameplay Cue | |
| void | SetEffectCauser (AActor EffectCauser) |
| AActor | GetInstigator () const |
| const UPhysicalMaterial | GetPhysicalMaterial () const |
| const UObject | GetSourceObject () const |
| USceneComponent | GetTargetAttachComponent () const |
| AActor | GetEffectCauser () const |
| void | SetInstigator (AActor Instigator) |
| void | SetPhysicalMaterial (const UPhysicalMaterial PhysicalMaterial) |
| void | SetSourceObject (const UObject SourceObject) |
| void | SetTargetAttachComponent (USceneComponent TargetAttachComponent) |
Functions | |
| FGameplayCueParameters & | opAssign (FGameplayCueParameters Other) |
Public Attributes | |
GameplayCue | |
| FVector | Normal |
| Normal of impact that caused cue. | |
| float32 | RawMagnitude |
| Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes. | |
| FGameplayEffectContextHandle | EffectContext |
| Effect context, contains information about hit result, etc. | |
| FGameplayTag | MatchedTagName |
| The tag name that matched this specific gameplay cue handler. | |
| FGameplayTag | OriginalTag |
| The original tag of the gameplay cue. | |
| FGameplayTagContainer | AggregatedSourceTags |
| The aggregated source tags taken from the effect spec. | |
| FGameplayTagContainer | AggregatedTargetTags |
| The aggregated target tags taken from the effect spec. | |
| FVector | Location |
| Location cue took place at. | |
| float32 | NormalizedMagnitude |
| Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max). | |
| int | GameplayEffectLevel |
| If originating from a GameplayEffect, the level of that GameplayEffect. | |
| int | AbilityLevel |
| If originating from an ability, this will be the level of that ability. | |
| bool | bReplicateLocationWhenUsingMinimalRepProxy |
| If we're using a minimal replication proxy, should we replicate location for this cue. | |
Variables | |
| AActor | Instigator |
| const UPhysicalMaterial | PhysicalMaterial |
| const UObject | SourceObject |
| USceneComponent | TargetAttachComponent |
| AActor | EffectCauser |
Metadata about a gameplay cue execution.
| AActor GetEffectCauser | ( | ) | const |
| AActor GetInstigator | ( | ) | const |
| const UPhysicalMaterial GetPhysicalMaterial | ( | ) | const |
| const UObject GetSourceObject | ( | ) | const |
| USceneComponent GetTargetAttachComponent | ( | ) | const |
| FGameplayCueParameters & opAssign | ( | FGameplayCueParameters | Other | ) |
| void SetEffectCauser | ( | AActor | EffectCauser | ) |
| void SetInstigator | ( | AActor | Instigator | ) |
| void SetPhysicalMaterial | ( | const UPhysicalMaterial | PhysicalMaterial | ) |
| void SetSourceObject | ( | const UObject | SourceObject | ) |
| void SetTargetAttachComponent | ( | USceneComponent | TargetAttachComponent | ) |
| int AbilityLevel |
If originating from an ability, this will be the level of that ability.
| FGameplayTagContainer AggregatedSourceTags |
The aggregated source tags taken from the effect spec.
| FGameplayTagContainer AggregatedTargetTags |
The aggregated target tags taken from the effect spec.
| bool bReplicateLocationWhenUsingMinimalRepProxy |
If we're using a minimal replication proxy, should we replicate location for this cue.
| AActor EffectCauser |
| FGameplayEffectContextHandle EffectContext |
Effect context, contains information about hit result, etc.
| int GameplayEffectLevel |
If originating from a GameplayEffect, the level of that GameplayEffect.
| AActor Instigator |
| FVector Location |
Location cue took place at.
| FGameplayTag MatchedTagName |
The tag name that matched this specific gameplay cue handler.
| FVector Normal |
Normal of impact that caused cue.
| float32 NormalizedMagnitude |
Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max).
| FGameplayTag OriginalTag |
The original tag of the gameplay cue.
| const UPhysicalMaterial PhysicalMaterial |
| float32 RawMagnitude |
Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.
| const UObject SourceObject |
| USceneComponent TargetAttachComponent |