|
| void | StopWaitingAndContinueTask () |
| | Cancels any WaitSeconds/WaitTask/etc calls that were currently blocking the DoTask-Coroutine.
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| const EGenericTaskResult & | WaitForFirstTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | WaitForLastTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | DoOneOf (float32 Weight1, FAbilityTaskExecutor Task1, float32 Weight2, FAbilityTaskExecutor Task2, float32 Weight3=0.0f, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), float32 Weight4=0.0f, FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), float32 Weight5=0.0f, FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), float32 Weight6=0.0f, FAbilityTaskExecutor Task6=FAbilityTaskExecutor(), float32 Weight7=0.0f, FAbilityTaskExecutor Task7=FAbilityTaskExecutor(), float32 Weight8=0.0f, FAbilityTaskExecutor Task8=FAbilityTaskExecutor()) |
| void | CancelAwaitedTaskAndEndAfterwards () |
| | Cancels the task that is currently being executed by calling ExternalCancel on it.
|
| void | DoTask () |
| | Override this in Script to define what should happen in this task!
|
| void | OnActivate () |
| | Override this in Script to define what should happen when task is started.
|
| void | PerformAutoTimeskip () |
| | Automatically executes the coroutine and requests timeskips on awaited tasks and timers. Override RequestTimeskip and call this to have this behavior for your task.
|
| const EGenericTaskResult & | WaitForTask (FAbilityTaskExecutor Task) |
| void | WaitForEvent (UObject Object, FName MulticastDelegateName) |
| | Call from DoTask() - Waits until the given delegate on the given object is called.
|
| const EGenericTaskResult & | WaitForTask (UAbilityTaskGeneric Task) |
| | Call from DoTask() - Runs the given task and pauses the function until the task has ended.
|
| const EGenericTaskResult & | WaitForTaskTimeLimited (float32 CancelAfterSeconds, UAbilityTaskGeneric Task) |
| | Call from DoTask() - Runs the given task and pauses the function until the task has ended or the given time has passed. If the timer is reached, the task is cancelled.
|
| void | WaitOneTick () |
| | Call from DoTask() - Pauses the function for one single tick and resumes execution in the next frame.
|
| void | WaitSeconds (float32 Seconds) |
| | Call from DoTask() - Pauses the function for time specified and resumes execution after the given time passed.
|
| void | WaitUntil (float32 WorldTimeSeconds) |
| | Call from DoTask() - Pauses the function until the world time (World.TimeSeconds) has reached the given time and resumes execution.
|
| FInGameTime | GetInGameTimeNow () const |
| | Returns the current InGame-Time (fast-forwarded when the player sleeps).
|
| void | HandleAvatarChanged () |
| | Called when the Character this state belongs to was spawned or despawned.
|
| void | OnExternalCancel () |
| | Override to decide what should happen when your task got cancelled from outside.
|
| void | EndTaskAsCancelled () |
| | Call this instead of EndTask() to signal the task was cancelled.
|
| void | EndTaskAsFailure () |
| | Call this instead of EndTask() to signal the task having failed.
|
| void | EndTaskAsSuccess () |
| | Call this instead of EndTask() to signal the task ending successfully.
|
| void | EndTaskWithResult (EGenericTaskResult Result) |
| | Call this instead of EndTask() to signal the task having failed.
|
| AGothicAIController | GetAvatarAIController () const |
| | If the avatar is controlled by an AIController, returns it. Nullptr otherwise.
|
| AGothicCharacter | GetAvatarCharacter () const |
| | If the avatar is a GothicCharacter, returns it. Nullptr otherwise.
|
| AGothicCharacterState | GetAvatarCharacterState () const |
| | If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise.
|
| AGothicNPCState | GetAvatarNPCState () const |
| | If the avatar is a n NPC, returns its NPCState. Nullptr otherwise.
|
| APlayerController | GetAvatarPlayerController () const |
| | If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise.
|
| void | ExternalCancel () |
| FInGameTime | GetRuntimeInGame () const |
| | How long this task has been running for (in InGame-time).
|
| float32 | GetRuntimeSeconds () const |
| | How long this task has been running for (in seconds).
|
| float32 | GetTimeRequestedToSkip () const |
| | Returns how many seconds we're supposed to skip.
|
| void | HandleTimeskipRequest () |
| | Let this task skip forward in time, ie. teleporting the Avatar to their destination or somewhere along the way or skipping animations. Use GetTimeRequestedToSkip() and ReportTimeSkipped(...) to get info on how much to skip and to notify if you were able to skip something.
|
| bool | HasBeenActivated () const |
| | Returns true if ReadyForActivated has ever been called on this task.
|
| bool | HasTaskJustStarted (float32 ThresholdRealtimeSeconds=10.000000) const |
| | Returns true if this task has not been running for long yet. For Dailyroutine-Tasks this can be used to check if the task was activated via the regular schedule or re-activated after the schedule was interrupted.
|
| bool | IsInDailyRoutineSimulation () const |
| | Returns true, if this task is owned by an NPC that does DailyRoutine simulation (has no visuals) right now.
|
| bool | ReportTimeSkip (float32 SecondsThatWillBeSkipped) |
| | Reports that this task is able to skip some of the requested time to skip and requests for permission to do so. Returns true when the timeskip was accepted and it's okay to do the actions now.
|
| bool | ReportTimeSkipWhateverIsLeft () |
| | Reports that this task would run forever and can skip all the time that we have left. Returns true when the timeskip was accepted and it's okay to do the actions now.
|
| void | SetCustomPathfollowingSetting (FGothicPathfollowSettings PathfollowSetting) |
| | When pathfollowing should behave different for this AIState, provide your own settings.
|
| bool | IsFinished () const |
| bool | IsPaused () const |
| UAbilityTaskBase | DuplicateTask (UGameplayAbility ToAbility, UObject Outer=nullptr) |
| bool | IsDuplicateOf (const UAbilityTaskBase Other) const |
| | Returns true if this task was created by duplicating the given one.
|
| void | MakeChildOf (UAbilityTaskBase OtherTask) |
| bool | IsActive () const |
| void | OnDestroy (bool bInOwnerFinished) |
| void | InitSimulatedTask (UGameplayTasksComponent InGameplayTasksComponent) |
| bool | IsWaitingOnAvatar () const |
| void | Activate () |
| bool | IsWaitingOnRemotePlayerdata () const |
| void | TickTask (float32 DeltaTimeSecs) |
| void | SetWaitingOnAvatar () |
| void | ClearWaitingOnAvatar () |
| void | ClearWaitingOnRemotePlayerData () |
| UGameplayAbility | BP_GetAbility (bool bInOwnerFinished) const |
| FGameplayAbilitySpecHandle | GetAbilitySpecHandle (bool bInOwnerFinished) const |
| UAbilitySystemComponent | GetAbilitySystemComponent () |
| bool | ShouldBroadcastAbilityTaskDelegates () const |
| bool | IsForRemoteClient () const |
| bool | IsLocallyControlled () const |
| bool | IsPredictingClient () const |
| UGameplayAbility | GetAbility () const |
| bool | GetIsPausable () |
| void | SetIsPausable (bool bNewState) |
| void | SetIsSimulatedTask (bool bNewState) |
| void | SetAbilitySystemComponent (UAbilitySystemComponent InAbilitySystemComponent) |
| void | SetIsTickingTask (bool bNewState) |
| void | SetWaitingOnRemotePlayerData () |
| bool | GetIsSimulatedTask () |
| bool | GetIsSimulating () |
| bool | GetIsTickingTask () |
| void | ReadyForActivation () |
| void | EndTask () |
| | Called explicitly to end the task (usually by the task itself). Calls OnDestroy. Note:: you need to call EndTask before sending out any "on completed" delegates. If you don't the task will still be in an "active" state while the event receivers may assume it's already "finished".
|
| 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 |
| bool | bIsHighPriorityBudget |
| | If true, will enqueue this task into the HighPriority budget system queue. Can be changed dynamically at runtime to affect the next enqueue.
|
| FName | BudgetWorkload |
| | If set, uses the BudgetSystem to continue execution after the coroutine was paused. Can be changed dynamically at runtime to affect the next enqueue.
|
| FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | OnTaskEnded |
| | Task ended (always called, no matter what the result is).
|
| EGenericTaskResult | TaskResult |
| | Use EndTaskAsSuccess() or EndTaskAsFailure() or set this before calling EndTask() to signal the end result of this task.
|
| FInGameTime | TimeTaskActivated |
| | Ingame time this task was activated.
|
| const AGothicCharacter | AvatarCharacter |
| | If the avatar is a GothicCharacter, returns it. Nullptr otherwise.
|
| const AGothicCharacterState | AvatarCharacterState |
| | If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise.
|
| const AGothicAIController | AvatarAIController |
| | If the avatar is controlled by an AIController, returns it. Nullptr otherwise.
|
| const AGothicNPCState | AvatarNPCState |
| | If the avatar is a n NPC, returns its NPCState. Nullptr otherwise.
|
| const APlayerController | AvatarPlayerController |
| | If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise.
|
| const FInGameTime | InGameTimeNow |
| | Returns the current InGame-Time (fast-forwarded when the player sleeps).
|
| const FInGameTime | RuntimeInGame |
| | How long this task has been running for (in InGame-time).
|
| const float32 | RuntimeSeconds |
| | How long this task has been running for (in seconds).
|
| const float32 | TimeRequestedToSkip |
| | Returns how many seconds we're supposed to skip.
|
| const UGameplayAbility | Ability |
| | GameplayAbility that created us.
|
| UAbilitySystemComponent | AbilitySystemComponent |
| const bool | IsSimulating |
| bool | IsPausable |
| bool | IsSimulatedTask |
| bool | IsTickingTask |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |