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

GameplayEffect Specification. Tells us: -What UGameplayEffect (const data) -What Level -Who instigated. More...

Public Member Functions

Gameplay Effect Spec
void SetupAttributeCaptureDefinitions ()
 Helper function to initialize all of the capture definitions required by the spec.
void SetLevel (float32 InLevel)
void ApplyExecutorModifiersForDefinition (UClass CalculationClass, FGameplayEffectAttributeCaptureDefinition InCaptureDef, float32 &ValueToModify)
float32 CalculateModifiedDuration ()
 Helper function that returns the duration after applying relevant modifiers from the source and target ability system components.
void CalculateModifierMagnitudes ()
 Fills out the modifier magnitudes inside the Modifier Specs.
void CaptureAttributeDataFromTarget (UAbilitySystemComponent TargetAbilitySystemComponent)
FGameplayTagContainer GetAllAssetTags () const
FGameplayTagContainer GetAllGrantedTags () const
float32 GetLevel () const
float32 GetSetByCallerMagnitude (FGameplayTag DataTag, bool bWarnIfNotFound=true, float32 DefaultIfNotFound=0.000000) const
void SetByCallerMagnitude (FGameplayTag DataTag, float32 Magnitude)
FString ToSimpleString () const
void RecaptureSourceActorTags ()
 Recaptures source actor tags of this spec without modifying anything else.
float32 GetDuration () const
void SetContext (FGameplayEffectContextHandle NewEffectContextHandle)
void PrintAll () const
void RecaptureAttributeDataForClone (UAbilitySystemComponent OriginalASC, UAbilitySystemComponent NewASC)
 Recapture attributes from source and target for cloning.
float32 GetChanceToApplyToTarget () const
FGameplayEffectContextHandle GetContext () const
float32 GetModifiedAttributeMagnitude (FGameplayAttribute Attribute)
float32 GetModifierMagnitude (int ModifierIdx, bool bFactorInStackCount) const
float32 GetPeriod () const
Gameplay Effect Spec Properties
int GetStackCount () const
void AddDynamicAssetTag (FGameplayTag TagToAdd)
int GetCompletedTargetAttributeCapture () const
TArray< FGameplayAbilitySpecDef > GetGrantedAbilitySpecs () const
FAngelscriptTagContainerAggregator GetCapturedTargetTags () const
void AppendDynamicAssetTags (FGameplayTagContainer ContainerToAdd)
int GetCompletedSourceAttributeCapture () const
FAngelscriptTagContainerAggregator GetCapturedSourceTags () const
int GetDurationLocked () const
const FGameplayTagContainer GetDynamicAssetTags () const
FGameplayTagContainer GetDynamicGrantedTags () const
Functions
FGameplayEffectSpec & opAssign (FGameplayEffectSpec Other)

Public Attributes

Variables
FGameplayEffectContextHandle Context
const FGameplayTagContainer AllAssetTags
const FGameplayTagContainer AllGrantedTags
const FAngelscriptTagContainerAggregator CapturedSourceTags
const FAngelscriptTagContainerAggregator CapturedTargetTags
const float32 ChanceToApplyToTarget
const int CompletedSourceAttributeCapture
const int CompletedTargetAttributeCapture
const UGameplayEffect Def
 GameplayEfect definition. The static data that this spec points to.
const float32 Duration
const int DurationLocked
const FGameplayTagContainer DynamicAssetTags
const FGameplayTagContainer DynamicGrantedTags
const TArray< FGameplayAbilitySpecDef > GrantedAbilitySpecs
float32 Level
const float32 Period
const int StackCount

Detailed Description

GameplayEffect Specification. Tells us: -What UGameplayEffect (const data) -What Level -Who instigated.

FGameplayEffectSpec is modifiable. We start with initial conditions and modifications be applied to it. In this sense, it is stateful/mutable but it is still distinct from an FActiveGameplayEffect which in an applied instance of an FGameplayEffectSpec.

Member Function Documentation

◆ AddDynamicAssetTag()

void AddDynamicAssetTag ( FGameplayTag TagToAdd)

◆ AppendDynamicAssetTags()

void AppendDynamicAssetTags ( FGameplayTagContainer ContainerToAdd)

◆ ApplyExecutorModifiersForDefinition()

void ApplyExecutorModifiersForDefinition ( UClass CalculationClass,
FGameplayEffectAttributeCaptureDefinition InCaptureDef,
float32 & ValueToModify )

◆ CalculateModifiedDuration()

float32 CalculateModifiedDuration ( )

Helper function that returns the duration after applying relevant modifiers from the source and target ability system components.

◆ CalculateModifierMagnitudes()

void CalculateModifierMagnitudes ( )

Fills out the modifier magnitudes inside the Modifier Specs.

◆ CaptureAttributeDataFromTarget()

void CaptureAttributeDataFromTarget ( UAbilitySystemComponent TargetAbilitySystemComponent)

◆ GetAllAssetTags()

FGameplayTagContainer GetAllAssetTags ( ) const

◆ GetAllGrantedTags()

FGameplayTagContainer GetAllGrantedTags ( ) const

◆ GetCapturedSourceTags()

FAngelscriptTagContainerAggregator GetCapturedSourceTags ( ) const

◆ GetCapturedTargetTags()

FAngelscriptTagContainerAggregator GetCapturedTargetTags ( ) const

◆ GetChanceToApplyToTarget()

float32 GetChanceToApplyToTarget ( ) const

◆ GetCompletedSourceAttributeCapture()

int GetCompletedSourceAttributeCapture ( ) const

◆ GetCompletedTargetAttributeCapture()

int GetCompletedTargetAttributeCapture ( ) const

◆ GetContext()

FGameplayEffectContextHandle GetContext ( ) const

◆ GetDuration()

float32 GetDuration ( ) const

◆ GetDurationLocked()

int GetDurationLocked ( ) const

◆ GetDynamicAssetTags()

const FGameplayTagContainer GetDynamicAssetTags ( ) const

◆ GetDynamicGrantedTags()

FGameplayTagContainer GetDynamicGrantedTags ( ) const

◆ GetGrantedAbilitySpecs()

TArray< FGameplayAbilitySpecDef > GetGrantedAbilitySpecs ( ) const

◆ GetLevel()

float32 GetLevel ( ) const

◆ GetModifiedAttributeMagnitude()

float32 GetModifiedAttributeMagnitude ( FGameplayAttribute Attribute)

◆ GetModifierMagnitude()

float32 GetModifierMagnitude ( int ModifierIdx,
bool bFactorInStackCount ) const

◆ GetPeriod()

float32 GetPeriod ( ) const

◆ GetSetByCallerMagnitude()

float32 GetSetByCallerMagnitude ( FGameplayTag DataTag,
bool bWarnIfNotFound = true,
float32 DefaultIfNotFound = 0.000000 ) const

◆ GetStackCount()

int GetStackCount ( ) const

◆ opAssign()

◆ PrintAll()

void PrintAll ( ) const

◆ RecaptureAttributeDataForClone()

void RecaptureAttributeDataForClone ( UAbilitySystemComponent OriginalASC,
UAbilitySystemComponent NewASC )

Recapture attributes from source and target for cloning.

◆ RecaptureSourceActorTags()

void RecaptureSourceActorTags ( )

Recaptures source actor tags of this spec without modifying anything else.

◆ SetByCallerMagnitude()

void SetByCallerMagnitude ( FGameplayTag DataTag,
float32 Magnitude )

◆ SetContext()

void SetContext ( FGameplayEffectContextHandle NewEffectContextHandle)

◆ SetLevel()

void SetLevel ( float32 InLevel)

◆ SetupAttributeCaptureDefinitions()

void SetupAttributeCaptureDefinitions ( )

Helper function to initialize all of the capture definitions required by the spec.

◆ ToSimpleString()

FString ToSimpleString ( ) const

Member Data Documentation

◆ AllAssetTags

const FGameplayTagContainer AllAssetTags

◆ AllGrantedTags

const FGameplayTagContainer AllGrantedTags

◆ CapturedSourceTags

const FAngelscriptTagContainerAggregator CapturedSourceTags

◆ CapturedTargetTags

const FAngelscriptTagContainerAggregator CapturedTargetTags

◆ ChanceToApplyToTarget

const float32 ChanceToApplyToTarget

◆ CompletedSourceAttributeCapture

const int CompletedSourceAttributeCapture

◆ CompletedTargetAttributeCapture

const int CompletedTargetAttributeCapture

◆ Context

◆ Def

const UGameplayEffect Def

GameplayEfect definition. The static data that this spec points to.

◆ Duration

const float32 Duration

◆ DurationLocked

const int DurationLocked

◆ DynamicAssetTags

const FGameplayTagContainer DynamicAssetTags

◆ DynamicGrantedTags

const FGameplayTagContainer DynamicGrantedTags

◆ GrantedAbilitySpecs

const TArray<FGameplayAbilitySpecDef> GrantedAbilitySpecs

◆ Level

float32 Level

◆ Period

const float32 Period

◆ StackCount

const int StackCount