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

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

Detailed Description

Metadata about a gameplay cue execution.

Member Function Documentation

◆ GetEffectCauser()

AActor GetEffectCauser ( ) const

◆ GetInstigator()

AActor GetInstigator ( ) const

◆ GetPhysicalMaterial()

const UPhysicalMaterial GetPhysicalMaterial ( ) const

◆ GetSourceObject()

const UObject GetSourceObject ( ) const

◆ GetTargetAttachComponent()

USceneComponent GetTargetAttachComponent ( ) const

◆ opAssign()

◆ SetEffectCauser()

void SetEffectCauser ( AActor EffectCauser)

◆ SetInstigator()

void SetInstigator ( AActor Instigator)

◆ SetPhysicalMaterial()

void SetPhysicalMaterial ( const UPhysicalMaterial PhysicalMaterial)

◆ SetSourceObject()

void SetSourceObject ( const UObject SourceObject)

◆ SetTargetAttachComponent()

void SetTargetAttachComponent ( USceneComponent TargetAttachComponent)

Member Data Documentation

◆ AbilityLevel

int AbilityLevel

If originating from an ability, this will be the level of that ability.

◆ AggregatedSourceTags

FGameplayTagContainer AggregatedSourceTags

The aggregated source tags taken from the effect spec.

◆ AggregatedTargetTags

FGameplayTagContainer AggregatedTargetTags

The aggregated target tags taken from the effect spec.

◆ bReplicateLocationWhenUsingMinimalRepProxy

bool bReplicateLocationWhenUsingMinimalRepProxy

If we're using a minimal replication proxy, should we replicate location for this cue.

◆ EffectCauser

AActor EffectCauser

◆ EffectContext

Effect context, contains information about hit result, etc.

◆ GameplayEffectLevel

int GameplayEffectLevel

If originating from a GameplayEffect, the level of that GameplayEffect.

◆ Instigator

AActor Instigator

◆ Location

FVector Location

Location cue took place at.

◆ MatchedTagName

FGameplayTag MatchedTagName

The tag name that matched this specific gameplay cue handler.

◆ Normal

FVector Normal

Normal of impact that caused cue.

◆ NormalizedMagnitude

float32 NormalizedMagnitude

Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max).

◆ OriginalTag

FGameplayTag OriginalTag

The original tag of the gameplay cue.

◆ PhysicalMaterial

const UPhysicalMaterial PhysicalMaterial

◆ RawMagnitude

float32 RawMagnitude

Raw final magnitude of source gameplay effect. Use this is you need to display numbers or for other informational purposes.

◆ SourceObject

const UObject SourceObject

◆ TargetAttachComponent

USceneComponent TargetAttachComponent