G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAIEventResponse Class Reference

Public Member Functions

Functions
void DrawImGuiShortDesc () const
 Called to show this response in a list of multiple responses. Draw only a single line of content here. (ImGui::SameLine is allowed).
UGameplayAbility_CharacterAI GetOwningAIAbility () const
 Access to the owning AI.
void PerformResponse (FGameplayTag AIEvent, FRememberedPerception Perception) const
 Override to decide what should happen when this response is requested.
void DrawImGui () const
 Called to show some debug info on this response.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AIEventResponse
bool bExecuteImmediately
 If false, the response may be placed into the budget queue to be executed when there is enough time to not drop FPS. If true, the response is done right when it was requested, without being placed into the budget queue. Use this for time sensitive actions.
FGameplayTag Category
 If non-empty, only allow one response per category. Always the childmost found response will be executed.
Variables
const UGameplayAbility_CharacterAI OwningAIAbility
 Access to the owning AI.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ DrawImGui()

void DrawImGui ( ) const

Called to show some debug info on this response.

◆ DrawImGuiShortDesc()

void DrawImGuiShortDesc ( ) const

Called to show this response in a list of multiple responses. Draw only a single line of content here. (ImGui::SameLine is allowed).

◆ GetOwningAIAbility()

UGameplayAbility_CharacterAI GetOwningAIAbility ( ) const

Access to the owning AI.

◆ PerformResponse()

void PerformResponse ( FGameplayTag AIEvent,
FRememberedPerception Perception ) const

Override to decide what should happen when this response is requested.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bExecuteImmediately

bool bExecuteImmediately

If false, the response may be placed into the budget queue to be executed when there is enough time to not drop FPS. If true, the response is done right when it was requested, without being placed into the budget queue. Use this for time sensitive actions.

◆ Category

FGameplayTag Category

If non-empty, only allow one response per category. Always the childmost found response will be executed.

◆ OwningAIAbility

const UGameplayAbility_CharacterAI OwningAIAbility

Access to the owning AI.