|
| bool | IsGuiding (AActor Actor) const |
| | Returns true if this Task is for following the given actor.
|
| 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 |
|
| static UClass | StaticClass () |
| static UAbilityTask_GuideToLocation | TaskGuideToLocation (UGameplayAbility OwningAbility, FVector Location, AGothicCharacterState CharacterStateToGuide, float32 AcceptanceDistance=100.000000, float32 InCloseDistance=300.000000, float32 InWaitingDistance=1000.000000, float32 InAbandonDistance=2000.000000) |
| static UAbilityTask_GotoPosition | TaskGotoPosition (UGameplayAbility OwningAbility, FVector TargetPosition, float32 ReachDistance=- 1.000000, bool bCanStrafe=false) |
| static UClass | StaticClass () |
| static bool | CanGotoPosition (const AGothicCharacter Character, FVector TargetPosition, float32 ReachDistance=- 1.000000, bool bCanStrafe=false) |
| static UAbilityTask_NavigationRequest | TaskNavigationRequest (UGameplayAbility OwningAbility, FGothicAIMoveRequest MoveRequest) |
| static UClass | StaticClass () |
| static bool | IsAlreadyAtGoal (const AGothicCharacterState CharacterState, FVector Location, float32 ReachDistance) |
| 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.
|
| 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.
|
| static UClass | StaticClass () |
| static UClass | StaticClass () |
| static UClass | StaticClass () |
Lets the Character follow to the given actor.