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

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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AcceptanceRadius

float32 AcceptanceRadius

Default AI movement's acceptance radius used to determine whether AI reached path's end.

◆ bAcceptPartialPaths

bool bAcceptPartialPaths

Sets default value for rather move tasks accept partial paths or not.

◆ bAddBlackboardSelfKey

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.

◆ bAllowControllersAsEQSQuerier

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

◆ bAllowStrafing

bool bAllowStrafing

Sets default value for rather move tasks allow strafing or not.

◆ bBlackboardKeyDecoratorAllowsNoneAsValue

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).

◆ bClearBBEntryOnBTEQSFail

bool bClearBBEntryOnBTEQSFail

◆ bEnableDebuggerPlugin

bool bEnableDebuggerPlugin

if set, GameplayDebuggerPlugin will be loaded on module's startup

◆ bFinishMoveOnGoalOverlap

bool bFinishMoveOnGoalOverlap

If true, overlapping the goal will be counted by default as finishing a move.

◆ bForgetStaleActors

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.

◆ DefaultBlackboard

TSoftObjectPtr<UBlackboardData> DefaultBlackboard

If set, new BTs will use this BB as default.

◆ DefaultSightCollisionChannel

ECollisionChannel DefaultSightCollisionChannel

Which collision channel to use for sight checks by default.

◆ EnvQueryManagerClassName

FSoftClassPath EnvQueryManagerClassName

Class that will be used to spawn the env query manager, can be game-specific.

◆ HotSpotManagerClassName

FSoftClassPath HotSpotManagerClassName

Class that will be used to spawn the hot spot manager, can be game-specific.

◆ PathfollowingNavLinkAcceptanceRadius

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.

◆ PathfollowingRegularPathPointAcceptanceRadius

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.

◆ PerceptionSystemClassName

FSoftClassPath PerceptionSystemClassName

Class that will be used to spawn the perception system, can be game-specific.