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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| void DrawImGui | ( | ) | const |
Called to show some debug info on this response.
| 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.
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static |
| 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.
| const UGameplayAbility_CharacterAI OwningAIAbility |
Access to the owning AI.