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

Public Member Functions

Functions
FMovieSceneGameplayCueKey & opAssign (FMovieSceneGameplayCueKey Other)

Public Attributes

Gameplay Cue
FMovieSceneObjectBindingID Instigator
 Instigator actor, the actor that owns the ability system component.
FMovieSceneObjectBindingID EffectCauser
 The physical actor that actually did the damage, can be a weapon or projectile.
int GameplayEffectLevel
 The level of that GameplayEffect.
float32 NormalizedMagnitude
 Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max).
FGameplayCueTag Cue
const UPhysicalMaterial PhysicalMaterial
 PhysMat of the hit, if there was a hit.
int AbilityLevel
 If originating from an ability, this will be the level of that ability.
Position
FVector Normal
 Normal of impact that caused cue.
FName AttachSocketName
 When attached to a skeletal mesh component, specifies a socket to trigger the cue at.
FVector Location
 Location cue took place at - relative to the attached component if applicable.
bool bAttachToBinding
 Attach the gameplay cue to the track's bound object in sequencer.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ AbilityLevel

int AbilityLevel

If originating from an ability, this will be the level of that ability.

◆ AttachSocketName

FName AttachSocketName

When attached to a skeletal mesh component, specifies a socket to trigger the cue at.

◆ bAttachToBinding

bool bAttachToBinding

Attach the gameplay cue to the track's bound object in sequencer.

◆ Cue

◆ EffectCauser

FMovieSceneObjectBindingID EffectCauser

The physical actor that actually did the damage, can be a weapon or projectile.

◆ GameplayEffectLevel

int GameplayEffectLevel

The level of that GameplayEffect.

◆ Instigator

FMovieSceneObjectBindingID Instigator

Instigator actor, the actor that owns the ability system component.

◆ Location

FVector Location

Location cue took place at - relative to the attached component if applicable.

◆ Normal

FVector Normal

Normal of impact that caused cue.

◆ NormalizedMagnitude

float32 NormalizedMagnitude

Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max).

◆ PhysicalMaterial

const UPhysicalMaterial PhysicalMaterial

PhysMat of the hit, if there was a hit.