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

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

Detailed Description

Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution.

Member Function Documentation

◆ AttemptCalculateCapturedAttributeBaseValue()

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.

Parameters
InCaptureDefAttribute definition to attempt to calculate the base value of
OutBaseValue[OUT] Computed base value
Returns
True if the base value was successfully calculated, false if it was not

◆ AttemptCalculateCapturedAttributeBonusMagnitude()

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.

Parameters
InCaptureDefAttribute definition to attempt to calculate the bonus magnitude of
OutBonusMagnitude[OUT] Computed bonus magnitude
Returns
True if the bonus magnitude was successfully calculated, false if it was not

◆ AttemptCalculateCapturedAttributeMagnitude()

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.

Parameters
InCaptureDefAttribute definition to attempt to calculate the magnitude of
OutMagnitude[OUT] Computed magnitude
Returns
True if the magnitude was successfully calculated, false if it was not

◆ AttemptCalculateCapturedAttributeMagnitudeWithBase()

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.

Parameters
InCaptureDefAttribute definition to attempt to calculate the magnitude of
InBaseValueBase value to evaluate the attribute under
OutMagnitude[OUT] Computed magnitude
Returns
True if the magnitude was successfully calculated, false if it was not

◆ AttemptCalculateTransientAggregatorMagnitude()

void AttemptCalculateTransientAggregatorMagnitude ( FGameplayTag InAggregatorIdentifier,
FGameplayEffectExecutionParameters InParams,
float32 & OutMagnitude ) const

Attempts to calculate the magnitude of a transient aggregator given the specified parameters.

Parameters
InAggregatorIdentifierTag identifying the transient aggregator to attempt to calculate the magnitude of
InParamsParameters to evaluate the aggregator under
OutMagnitude[OUT] Computed magnitude

◆ GetIgnoreHandles()

TArray< FActiveGameplayEffectHandle > GetIgnoreHandles ( ) const

◆ GetOwningSpec()

const FGameplayEffectSpec & GetOwningSpec ( ) const

Simple accessor to owning gameplay spec.

◆ GetOwningSpecForPreExecuteMod()

FGameplayEffectSpec & GetOwningSpecForPreExecuteMod ( ) const

Non const access. Be careful with this, especially when modifying a spec after attribute capture.

◆ GetPassedInTags()

const FGameplayTagContainer & GetPassedInTags ( ) const

Simple accessor to the Passed In Tags to this execution.

◆ GetSourceAbilitySystemComponent()

UAbilitySystemComponent GetSourceAbilitySystemComponent ( ) const

Simple accessor to source ability system component (could be null!).

◆ GetTargetAbilitySystemComponent()

UAbilitySystemComponent GetTargetAbilitySystemComponent ( ) const

Simple accessor to target ability system component.

◆ opAssign()

Member Data Documentation

◆ IgnoreHandles

const TArray<FActiveGameplayEffectHandle> IgnoreHandles

◆ OwningSpec

const FGameplayEffectSpec OwningSpec

◆ OwningSpecForPreExecuteMod

const FGameplayEffectSpec& OwningSpecForPreExecuteMod

◆ PassedInTags

const FGameplayTagContainer PassedInTags

◆ SourceAbilitySystemComponent

const UAbilitySystemComponent SourceAbilitySystemComponent

◆ TargetAbilitySystemComponent

const UAbilitySystemComponent TargetAbilitySystemComponent