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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
| FMovieSceneGameplayCueKey & opAssign | ( | FMovieSceneGameplayCueKey | Other | ) |
| int AbilityLevel |
If originating from an ability, this will be the level of that ability.
| FName AttachSocketName |
When attached to a skeletal mesh component, specifies a socket to trigger the cue at.
| bool bAttachToBinding |
Attach the gameplay cue to the track's bound object in sequencer.
| FGameplayCueTag Cue |
| FMovieSceneObjectBindingID EffectCauser |
The physical actor that actually did the damage, can be a weapon or projectile.
| int GameplayEffectLevel |
The level of that GameplayEffect.
| FMovieSceneObjectBindingID Instigator |
Instigator actor, the actor that owns the ability system component.
| FVector Location |
Location cue took place at - relative to the attached component if applicable.
| FVector Normal |
Normal of impact that caused cue.
| float32 NormalizedMagnitude |
Magnitude of source gameplay effect, normalzed from 0-1. Use this for "how strong is the gameplay effect" (0=min, 1=,max).
| const UPhysicalMaterial PhysicalMaterial |
PhysMat of the hit, if there was a hit.