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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
Struct representing the output of a custom gameplay effect execution.
| void AddOutputModifier | ( | FGameplayModifierEvaluatedData | InOutputMod | ) |
Add the specified evaluated data to the execution's output modifiers.
| 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 MarkConditionalGameplayEffectsToTrigger | ( | ) |
Mark that the execution wants conditional gameplay effects to trigger.
| 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.
| FGameplayEffectCustomExecutionOutput & opAssign | ( | FGameplayEffectCustomExecutionOutput | Other | ) |
| bool ShouldTriggerConditionalGameplayEffects | ( | ) |
Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not.
| const TArray<FGameplayModifierEvaluatedData> OutputModifiers |
| const TArray<FGameplayModifierEvaluatedData>& OutputModifiersRef |