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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints. More...
Public Member Functions | |
Ability|Async | |
| void | EndAction () |
| Explicitly end the action, will disable any callbacks and allow action to be destroyed. | |
Gameplay Tasks | |
| void | Activate () |
| Public Member Functions inherited from UCancellableAsyncAction | |
| bool | IsActive () const |
| Returns true if this action is still active and has not completed or been cancelled. | |
| void | Cancel () |
| Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired. | |
| 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 UCancellableAsyncAction | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBlueprintAsyncActionBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| 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 |
AbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints.
| void Activate | ( | ) |
| void EndAction | ( | ) |
Explicitly end the action, will disable any callbacks and allow action to be destroyed.
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static |