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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAISystemBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AISystem | |
| FSoftClassPath | HotSpotManagerClassName |
| Class that will be used to spawn the hot spot manager, can be game-specific. | |
| FSoftClassPath | EnvQueryManagerClassName |
| Class that will be used to spawn the env query manager, can be game-specific. | |
| bool | bForgetStaleActors |
| If set, actors will be forgotten by the perception system when their stimulus has expired. If not set, the perception system will remember the actor even if they are no longer perceived and their stimuli has exceeded its max age. | |
| bool | bEnableDebuggerPlugin |
| if set, GameplayDebuggerPlugin will be loaded on module's startup | |
| FSoftClassPath | PerceptionSystemClassName |
| Class that will be used to spawn the perception system, can be game-specific. | |
Behavior Tree | |
| TSoftObjectPtr< UBlackboardData > | DefaultBlackboard |
| If set, new BTs will use this BB as default. | |
| bool | bBlackboardKeyDecoratorAllowsNoneAsValue |
| If enabled, blackboard based decorators will set key to 'Invalid' on creation or when selected key no longer exists (instead of using the first key of the blackboard). | |
| bool | bClearBBEntryOnBTEQSFail |
Blackboard | |
| bool | bAddBlackboardSelfKey |
| If set to true will result in automatically adding the SelfActor key to new Blackboard assets. It will also result in making sure all the BB assets loaded do have the SelfKey entry, via PostLoad. | |
EQS | |
| bool | bAllowControllersAsEQSQuerier |
| if enable will make EQS not complaint about using Controllers as queriers. Default behavior (false) will in places automatically convert controllers to pawns, and complain if code user bypasses the conversion or uses pawn-less controller | |
Movement | |
| float32 | AcceptanceRadius |
| Default AI movement's acceptance radius used to determine whether AI reached path's end. | |
| float32 | PathfollowingRegularPathPointAcceptanceRadius |
| Value used for pathfollowing's internal code to determine whether AI reached path's point. @note this value is not used for path's last point. @see AcceptanceRadius. | |
| float32 | PathfollowingNavLinkAcceptanceRadius |
| Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link. | |
| bool | bFinishMoveOnGoalOverlap |
| If true, overlapping the goal will be counted by default as finishing a move. | |
| bool | bAcceptPartialPaths |
| Sets default value for rather move tasks accept partial paths or not. | |
| bool | bAllowStrafing |
| Sets default value for rather move tasks allow strafing or not. | |
PerceptionSystem | |
| ECollisionChannel | DefaultSightCollisionChannel |
| Which collision channel to use for sight checks by default. | |
| Public Attributes inherited from UAISystemBase | |
| FName | AISystemModuleName |
| Name of a module used to spawn the AI system. If not empty, this module has to implement IAISystemModule. | |
| FSoftClassPath | AISystemClassName |
| List of specific AI system class to create, can be game-specific. | |
| 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 |
Additional Inherited Members | |
| 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 |
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static |
| float32 AcceptanceRadius |
Default AI movement's acceptance radius used to determine whether AI reached path's end.
| bool bAcceptPartialPaths |
Sets default value for rather move tasks accept partial paths or not.
| bool bAddBlackboardSelfKey |
If set to true will result in automatically adding the SelfActor key to new Blackboard assets. It will also result in making sure all the BB assets loaded do have the SelfKey entry, via PostLoad.
| bool bAllowControllersAsEQSQuerier |
if enable will make EQS not complaint about using Controllers as queriers. Default behavior (false) will in places automatically convert controllers to pawns, and complain if code user bypasses the conversion or uses pawn-less controller
| bool bAllowStrafing |
Sets default value for rather move tasks allow strafing or not.
| bool bBlackboardKeyDecoratorAllowsNoneAsValue |
If enabled, blackboard based decorators will set key to 'Invalid' on creation or when selected key no longer exists (instead of using the first key of the blackboard).
| bool bClearBBEntryOnBTEQSFail |
| bool bEnableDebuggerPlugin |
if set, GameplayDebuggerPlugin will be loaded on module's startup
| bool bFinishMoveOnGoalOverlap |
If true, overlapping the goal will be counted by default as finishing a move.
| bool bForgetStaleActors |
If set, actors will be forgotten by the perception system when their stimulus has expired. If not set, the perception system will remember the actor even if they are no longer perceived and their stimuli has exceeded its max age.
| TSoftObjectPtr<UBlackboardData> DefaultBlackboard |
If set, new BTs will use this BB as default.
| ECollisionChannel DefaultSightCollisionChannel |
Which collision channel to use for sight checks by default.
| FSoftClassPath EnvQueryManagerClassName |
Class that will be used to spawn the env query manager, can be game-specific.
| FSoftClassPath HotSpotManagerClassName |
Class that will be used to spawn the hot spot manager, can be game-specific.
| float32 PathfollowingNavLinkAcceptanceRadius |
Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link.
| float32 PathfollowingRegularPathPointAcceptanceRadius |
Value used for pathfollowing's internal code to determine whether AI reached path's point. @note this value is not used for path's last point. @see AcceptanceRadius.
| FSoftClassPath PerceptionSystemClassName |
Class that will be used to spawn the perception system, can be game-specific.