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

Struct representing the output of a custom gameplay effect execution. More...

Public Member Functions

Functions
void MarkConditionalGameplayEffectsToTrigger ()
 Mark that the execution wants conditional gameplay effects to trigger.
bool AreGameplayCuesHandledManually ()
 Accessor for determining if GameplayCue events have already been handled.
const TArray< FGameplayModifierEvaluatedData > & GetOutputModifiers ()
 Simple accessor to output modifiers of the execution.
TArray< FGameplayModifierEvaluatedData > & GetOutputModifiersRef ()
 Returns direct access to output modifiers of the execution (avoid copy).
bool IsStackCountHandledManually ()
 Simple accessor for determining whether the execution has manually handled the stack count or not.
void AddOutputModifier (FGameplayModifierEvaluatedData InOutputMod)
 Add the specified evaluated data to the execution's output modifiers.
void MarkGameplayCuesHandledManually ()
 Mark that the execution wants conditional gameplay effects to trigger.
void MarkStackCountHandledManually ()
 Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers.
bool ShouldTriggerConditionalGameplayEffects ()
 Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not.
FGameplayEffectCustomExecutionOutput & opAssign (FGameplayEffectCustomExecutionOutput Other)

Public Attributes

Variables
const TArray< FGameplayModifierEvaluatedData > & OutputModifiersRef
const TArray< FGameplayModifierEvaluatedData > OutputModifiers

Detailed Description

Struct representing the output of a custom gameplay effect execution.

Member Function Documentation

◆ AddOutputModifier()

void AddOutputModifier ( FGameplayModifierEvaluatedData InOutputMod)

Add the specified evaluated data to the execution's output modifiers.

◆ AreGameplayCuesHandledManually()

bool AreGameplayCuesHandledManually ( )

Accessor for determining if GameplayCue events have already been handled.

◆ GetOutputModifiers()

const TArray< FGameplayModifierEvaluatedData > & GetOutputModifiers ( )

Simple accessor to output modifiers of the execution.

◆ GetOutputModifiersRef()

TArray< FGameplayModifierEvaluatedData > & GetOutputModifiersRef ( )

Returns direct access to output modifiers of the execution (avoid copy).

◆ IsStackCountHandledManually()

bool IsStackCountHandledManually ( )

Simple accessor for determining whether the execution has manually handled the stack count or not.

◆ MarkConditionalGameplayEffectsToTrigger()

void MarkConditionalGameplayEffectsToTrigger ( )

Mark that the execution wants conditional gameplay effects to trigger.

◆ MarkGameplayCuesHandledManually()

void MarkGameplayCuesHandledManually ( )

Mark that the execution wants conditional gameplay effects to trigger.

◆ MarkStackCountHandledManually()

void MarkStackCountHandledManually ( )

Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers.

◆ opAssign()

◆ ShouldTriggerConditionalGameplayEffects()

bool ShouldTriggerConditionalGameplayEffects ( )

Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not.

Member Data Documentation

◆ OutputModifiers

const TArray<FGameplayModifierEvaluatedData> OutputModifiers

◆ OutputModifiersRef

const TArray<FGameplayModifierEvaluatedData>& OutputModifiersRef