Moves the character towards target location in a straight line, using MovementComponent directly without pathfollowing. This task allows moving a character without interrupting an existing pathfollowing request and while pathfollowing is paused. As this by-passes the PathfollowingComponent, it cannot use some of it's features like avoidance, MoveFocus (you need to update controller rotation!).
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| static UAbilityTask_DirectMove | TaskDirectMoveTowardsNavMeshLocation (UGameplayAbility OwningAbility, FVector TargetFeetLocation, float32 ReachDistance=5.000000, float32 ProjectionRadius=20.000000) |
| | Move character (MovementComponent, not by pathfollowing) in a straight line until TargetLocation is reached or overshoot. Expects that character moves on NavMesh. Will fail if movement cannot be performed on NavMesh.
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| static UClass | StaticClass () |
| static UAbilityTask_DirectMove | TaskDirectMoveTowardsLocation (UGameplayAbility OwningAbility, FVector TargetFeetLocation, float32 ReachDistance=5.000000) |
| | Move character (MovementComponent, not by pathfollowing) in a straight line until TargetLocation is reached or overshoot. Allows character to move outside NavMesh too. Be careful with this!
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| static UClass | StaticClass () |
| static UClass | StaticClass () |
| static UClass | StaticClass () |
| static UAngelscriptAbilityTask | CreateAbilityTaskAndRunIt (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None) |
| | This method will both create the task and call ReadyForActivation on it for you immediately.
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| static UAngelscriptAbilityTask | CreateAbilityTask (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None, UObject Outer=nullptr) |
| | If you create a task using this function from AS, you must start it manually using ReadyForActivation. This is useful if you want to set up properties on the task before you run it.
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| static UClass | StaticClass () |
| static UClass | StaticClass () |
| static UClass | StaticClass () |
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| FInGameTime | GetInGameTimeNow () const |
| | Returns the current InGame-Time (fast-forwarded when the player sleeps).
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| void | HandleAvatarChanged () |
| | Called when the Character this state belongs to was spawned or despawned.
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| void | OnExternalCancel () |
| | Override to decide what should happen when your task got cancelled from outside.
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| void | EndTaskAsCancelled () |
| | Call this instead of EndTask() to signal the task was cancelled.
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| void | EndTaskAsFailure () |
| | Call this instead of EndTask() to signal the task having failed.
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| void | EndTaskAsSuccess () |
| | Call this instead of EndTask() to signal the task ending successfully.
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| void | EndTaskWithResult (EGenericTaskResult Result) |
| | Call this instead of EndTask() to signal the task having failed.
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| AGothicAIController | GetAvatarAIController () const |
| | If the avatar is controlled by an AIController, returns it. Nullptr otherwise.
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| AGothicCharacter | GetAvatarCharacter () const |
| | If the avatar is a GothicCharacter, returns it. Nullptr otherwise.
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| AGothicCharacterState | GetAvatarCharacterState () const |
| | If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise.
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| AGothicNPCState | GetAvatarNPCState () const |
| | If the avatar is a n NPC, returns its NPCState. Nullptr otherwise.
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| APlayerController | GetAvatarPlayerController () const |
| | If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise.
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| void | ExternalCancel () |
| FInGameTime | GetRuntimeInGame () const |
| | How long this task has been running for (in InGame-time).
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| float32 | GetRuntimeSeconds () const |
| | How long this task has been running for (in seconds).
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| float32 | GetTimeRequestedToSkip () const |
| | Returns how many seconds we're supposed to skip.
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| 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.
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| bool | HasBeenActivated () const |
| | Returns true if ReadyForActivated has ever been called on this task.
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| 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.
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| bool | IsInDailyRoutineSimulation () const |
| | Returns true, if this task is owned by an NPC that does DailyRoutine simulation (has no visuals) right now.
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| 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.
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| 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.
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| void | SetCustomPathfollowingSetting (FGothicPathfollowSettings PathfollowSetting) |
| | When pathfollowing should behave different for this AIState, provide your own settings.
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| 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.
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| 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".
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| 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.
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| 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.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
| FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | OnTaskEnded |
| | Task ended (always called, no matter what the result is).
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| EGenericTaskResult | TaskResult |
| | Use EndTaskAsSuccess() or EndTaskAsFailure() or set this before calling EndTask() to signal the end result of this task.
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| FInGameTime | TimeTaskActivated |
| | Ingame time this task was activated.
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| const AGothicCharacter | AvatarCharacter |
| | If the avatar is a GothicCharacter, returns it. Nullptr otherwise.
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| const AGothicCharacterState | AvatarCharacterState |
| | If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise.
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| const AGothicAIController | AvatarAIController |
| | If the avatar is controlled by an AIController, returns it. Nullptr otherwise.
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| const AGothicNPCState | AvatarNPCState |
| | If the avatar is a n NPC, returns its NPCState. Nullptr otherwise.
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| const APlayerController | AvatarPlayerController |
| | If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise.
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| const FInGameTime | InGameTimeNow |
| | Returns the current InGame-Time (fast-forwarded when the player sleeps).
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| const FInGameTime | RuntimeInGame |
| | How long this task has been running for (in InGame-time).
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| const float32 | RuntimeSeconds |
| | How long this task has been running for (in seconds).
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| const float32 | TimeRequestedToSkip |
| | Returns how many seconds we're supposed to skip.
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| const UGameplayAbility | Ability |
| | GameplayAbility that created us.
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| 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 |
Moves the character towards target location in a straight line, using MovementComponent directly without pathfollowing. This task allows moving a character without interrupting an existing pathfollowing request and while pathfollowing is paused. As this by-passes the PathfollowingComponent, it cannot use some of it's features like avoidance, MoveFocus (you need to update controller rotation!).
Use this task when:
- short distance movement only
- don't need avoidance
- target can be reached in a straight line
- character should play walking animation
- when another navigation request is active and it should not be interrupted by another navigation request
- (optional) there is no NavMesh