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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution. More...
Public Member Functions | |
Functions | |
| const FGameplayEffectSpec & | GetOwningSpec () const |
| Simple accessor to owning gameplay spec. | |
| bool | AttemptCalculateCapturedAttributeBonusMagnitude (FGameplayEffectAttributeCaptureDefinition InCaptureDef, FGameplayEffectExecutionParameters InParams, float32 &OutBonusMagnitude) const |
| Attempts to calculate the bonus magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute. | |
| bool | AttemptCalculateCapturedAttributeMagnitude (FGameplayEffectAttributeCaptureDefinition InCaptureDef, FGameplayEffectExecutionParameters InParams, float32 &OutMagnitude) const |
| Attempts to calculate the magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute. | |
| bool | AttemptCalculateCapturedAttributeMagnitudeWithBase (FGameplayEffectAttributeCaptureDefinition InCaptureDef, FGameplayEffectExecutionParameters InParams, float32 InBaseValue, float32 &OutMagnitude) const |
| Attempts to calculate the magnitude of a captured attribute given the specified parameters, including a starting base value. Can fail if the gameplay spec doesn't have a valid capture for the attribute. | |
| void | AttemptCalculateTransientAggregatorMagnitude (FGameplayTag InAggregatorIdentifier, FGameplayEffectExecutionParameters InParams, float32 &OutMagnitude) const |
| Attempts to calculate the magnitude of a transient aggregator given the specified parameters. | |
| TArray< FActiveGameplayEffectHandle > | GetIgnoreHandles () const |
| bool | AttemptCalculateCapturedAttributeBaseValue (FGameplayEffectAttributeCaptureDefinition InCaptureDef, float32 &OutBaseValue) const |
| Attempts to calculate the base value of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute. | |
| FGameplayEffectSpec & | GetOwningSpecForPreExecuteMod () const |
| Non const access. Be careful with this, especially when modifying a spec after attribute capture. | |
| const FGameplayTagContainer & | GetPassedInTags () const |
| Simple accessor to the Passed In Tags to this execution. | |
| UAbilitySystemComponent | GetSourceAbilitySystemComponent () const |
| Simple accessor to source ability system component (could be null!). | |
| UAbilitySystemComponent | GetTargetAbilitySystemComponent () const |
| Simple accessor to target ability system component. | |
| FGameplayEffectCustomExecutionParameters & | opAssign (FGameplayEffectCustomExecutionParameters Other) |
Public Attributes | |
Variables | |
| const FGameplayEffectSpec | OwningSpec |
| const FGameplayEffectSpec & | OwningSpecForPreExecuteMod |
| const FGameplayTagContainer | PassedInTags |
| const UAbilitySystemComponent | SourceAbilitySystemComponent |
| const UAbilitySystemComponent | TargetAbilitySystemComponent |
| const TArray< FActiveGameplayEffectHandle > | IgnoreHandles |
Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution.
| bool AttemptCalculateCapturedAttributeBaseValue | ( | FGameplayEffectAttributeCaptureDefinition | InCaptureDef, |
| float32 & | OutBaseValue ) const |
Attempts to calculate the base value of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
| InCaptureDef | Attribute definition to attempt to calculate the base value of |
| OutBaseValue | [OUT] Computed base value |
| bool AttemptCalculateCapturedAttributeBonusMagnitude | ( | FGameplayEffectAttributeCaptureDefinition | InCaptureDef, |
| FGameplayEffectExecutionParameters | InParams, | ||
| float32 & | OutBonusMagnitude ) const |
Attempts to calculate the bonus magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
| InCaptureDef | Attribute definition to attempt to calculate the bonus magnitude of |
| OutBonusMagnitude | [OUT] Computed bonus magnitude |
| bool AttemptCalculateCapturedAttributeMagnitude | ( | FGameplayEffectAttributeCaptureDefinition | InCaptureDef, |
| FGameplayEffectExecutionParameters | InParams, | ||
| float32 & | OutMagnitude ) const |
Attempts to calculate the magnitude of a captured attribute given the specified parameters. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
| InCaptureDef | Attribute definition to attempt to calculate the magnitude of |
| OutMagnitude | [OUT] Computed magnitude |
| bool AttemptCalculateCapturedAttributeMagnitudeWithBase | ( | FGameplayEffectAttributeCaptureDefinition | InCaptureDef, |
| FGameplayEffectExecutionParameters | InParams, | ||
| float32 | InBaseValue, | ||
| float32 & | OutMagnitude ) const |
Attempts to calculate the magnitude of a captured attribute given the specified parameters, including a starting base value. Can fail if the gameplay spec doesn't have a valid capture for the attribute.
| InCaptureDef | Attribute definition to attempt to calculate the magnitude of |
| InBaseValue | Base value to evaluate the attribute under |
| OutMagnitude | [OUT] Computed magnitude |
| void AttemptCalculateTransientAggregatorMagnitude | ( | FGameplayTag | InAggregatorIdentifier, |
| FGameplayEffectExecutionParameters | InParams, | ||
| float32 & | OutMagnitude ) const |
Attempts to calculate the magnitude of a transient aggregator given the specified parameters.
| InAggregatorIdentifier | Tag identifying the transient aggregator to attempt to calculate the magnitude of |
| InParams | Parameters to evaluate the aggregator under |
| OutMagnitude | [OUT] Computed magnitude |
| TArray< FActiveGameplayEffectHandle > GetIgnoreHandles | ( | ) | const |
| const FGameplayEffectSpec & GetOwningSpec | ( | ) | const |
Simple accessor to owning gameplay spec.
| FGameplayEffectSpec & GetOwningSpecForPreExecuteMod | ( | ) | const |
Non const access. Be careful with this, especially when modifying a spec after attribute capture.
| const FGameplayTagContainer & GetPassedInTags | ( | ) | const |
Simple accessor to the Passed In Tags to this execution.
| UAbilitySystemComponent GetSourceAbilitySystemComponent | ( | ) | const |
Simple accessor to source ability system component (could be null!).
| UAbilitySystemComponent GetTargetAbilitySystemComponent | ( | ) | const |
Simple accessor to target ability system component.
| FGameplayEffectCustomExecutionParameters & opAssign | ( | FGameplayEffectCustomExecutionParameters | Other | ) |
| const TArray<FActiveGameplayEffectHandle> IgnoreHandles |
| const FGameplayEffectSpec OwningSpec |
| const FGameplayEffectSpec& OwningSpecForPreExecuteMod |
| const FGameplayTagContainer PassedInTags |
| const UAbilitySystemComponent SourceAbilitySystemComponent |
| const UAbilitySystemComponent TargetAbilitySystemComponent |