|
| ALadderObject | GetLadder () const |
| | Ladder we're currently interacting with.
|
| FInteractionAnimTransition | TransitionExit (TSoftObjectPtr< UAnimMontage > Montage, FName InSection, FName ToSection, float32 Weight=1.000000) const |
| | Transition to a section that will end the montage. Only used when exit is requested.
|
| FName | GetExitSection () |
| | Override to return the best exit section for where the character is (ie. back of a chair).
|
| bool | HasAnyTransitionFor (TSoftObjectPtr< UAnimMontage > FromMontage, FName FromSection, TSoftObjectPtr< UAnimMontage > ToMontage, FName ToSection) const |
| | Returns true, if any transition exists that goes from the given montage/section to the other given pair of montage/section. Does not check for cooldowns and other conditions.
|
| bool | HasAnyTransitionFrom (TSoftObjectPtr< UAnimMontage > FromMontage, FName FromSection) const |
| | Returns true if there are any transitions from the given montage/section to go somewhere.
|
| bool | PerformNextTransition () |
| | Finds an applicable transition (See FindApplicableTransition) and performs it, if possible. Returns true, if a transition was performed.
|
| void | SetupTransitions () |
| | Called right at the start of this task so you can set up animation transitions.
|
| FInteractionAnimTransition | TransitionAfterMontageEnds (TSoftObjectPtr< UAnimMontage > FromMontage, TSoftObjectPtr< UAnimMontage > ToMontage, FName ToSection=NAME_None, float32 Weight=1.000000) const |
| | Set up a transition to go from one section to another within the same montage.
|
| FName | GetEntrySection () |
| | Override to return the best entry section for where the character is (ie. back of a chair).
|
| FInteractionAnimTransition | TransitionStay (TSoftObjectPtr< UAnimMontage > Montage, FName InSection, float32 Weight=1.000000) const |
| | Stay in the current section, do not transition anywhere.
|
| FInteractionAnimTransition | TransitionToMontage (TSoftObjectPtr< UAnimMontage > FromMontage, FName FromSection, TSoftObjectPtr< UAnimMontage > ToMontage, FName ToSection=NAME_None, float32 Weight=1.000000) const |
| | Set up a transition to go from one montage to another.
|
| FInteractionAnimTransition | TransitionToSection (TSoftObjectPtr< UAnimMontage > Montage, FName FromSection, FName ToSection, float32 Weight=1.000000) const |
| | Set up a transition to go from one section to another within the same montage.
|
| bool | TryPerformTransitionWithTag (FGameplayTag ActionTag, bool bAllowFromAnyMontageOrSection=false, bool bAllowExitTransitions=false, bool bForceNow=false) |
| | Searches for a transition that matches the given ActionTag and performs it.
|
| bool | TryStartMontage (UAnimMontage Montage, FName StartSection=NAME_None, float32 Speed=1.000000) |
| void | HandleMovementInput (FVector LocalInputDirection) |
| | Called whenever there is new movement input data from the player. The given direction vector is as seen by the used object.
|
| void | HandleTagEvent (const FGameplayTag Tag, const FGameplayEventData EventData) |
| | Called when one of the subscribed gameplay tag events fired.
|
| bool | CanHandleSubActionNow (FGameplayTag ActionTag) |
| | Override and return true if the passed sub-action can be handled by this task.
|
| bool | CanSwitchToTaskNow (UAbilityTask_InteractionSpot Task) |
| | Override and return true if the passed sub-action can be handled by this task.
|
| AGothicCharacter | GetSelf () const |
| | Character doing this task.
|
| AActor | GetUsedActor () const |
| | Returns the actor we're interacting with, if there is one.
|
| void | AddOwnedTagToASC (FGameplayTag Tag) |
| | Adds a tag onto our AbilitySystemComponent. Remembers that this tag was added by this task so we can safely remove it without removing something that was not added here later.
|
| bool | HasOwnedGameplayTag (FGameplayTag Tag) const |
| | Returns true if the Avatars AbilitySystemComponent has the given owned tag. (ie. State.Speaking).
|
| FVector | InverseTransformVectorLocalToUsedSpot (FVector WorldSpaceDirectionVector) const |
| | Given a world-space direction vector, transforms it so that it is local to the used object or spot.
|
| void | PerformSubAction (FGameplayTag ActionTag) |
| | Called when a sub-action was requested. Override and do whatever needs to be done for this sub-action.
|
| void | RemoveOwnedTagFromASC (FGameplayTag Tag) |
| | Removes a tag from our AbilitySystemComponent that was previously added via AddOwnedTagToASC(). Does nothing if no such tag is currently on the ASC.
|
| void | RemoveOwnedTagsFromASC (FGameplayTagContainer Tags) |
| | Removes all given tags from our AbilitySystemComponent that was previously added via AddOwnedTagToASC(). Does nothing if no such tag is currently on the ASC.
|
| void | StopWaitingAndContinueTask () |
| | Cancels any WaitSeconds/WaitTask/etc calls that were currently blocking the DoTask-Coroutine.
|
| 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 |
|
| const ALadderObject | Ladder |
| | Ladder we're currently interacting with.
|
| bool | bAllowInstantExitWhenBlocked |
| | When requesting Instant ExternalCancel, allow this even if the character is in a blocking anim section right now.
|
| FName | SubtaskEntrySection |
| | If set, this entry section will be used if this interaction is played as sub-task of something else. (e.g. Eating while sitting). Otherwise (NAME_None), the interaction will start in the Loop-part.
|
| FName | SubtaskExitSection |
| | If set, this exit section will be used if this interaction is played as sub-task of something else. (e.g. Eating while sitting). Otherwise (NAME_None), the interaction will just end.
|
| FString | MontageLoopSectionPattern |
| | Pattern (allows '*' for matching any characters) of the looping section that is played while the character is on the spot.
|
| FName | MontageEntryFrontSection |
| | Name of the default entry section of main montage. (If the character is on the front).
|
| FName | MontageEntryBackSection |
| | Name of the default entry section of main montage. (If the character is on the back).
|
| FName | MontageEntryLeftSection |
| | Name of the default entry section of main montage. (If the character is on the left).
|
| FName | MontageEntryRightSection |
| | Name of the default entry section of main montage. (If the character is on the right).
|
| FName | MontageEntryHasItemInHandSection |
| | Name of the entry section of main montage. (If the character already has an item in hand, skip entry, use this).
|
| FName | MontageExitFrontSection |
| | Name of the default exit section of main montage. (If the character should exit on the front).
|
| FName | MontageExitBackSection |
| | Name of the default exit section of main montage. (If the character should exit on the back).
|
| FName | MontageExitLeftSection |
| | Name of the default exit section of main montage. (If the character should exit on the left).
|
| FName | MontageExitRightSection |
| | Name of the default exit section of main montage. (If the character should exit on the right).
|
| TSoftObjectPtr< UAnimMontage > | MainMontage |
| | Montage to play on the spot.
|
| TMap< FString, FName > | SectionToPositioningSocketMapping |
| | When interacting with an Object, this can contain a map of AnimSection-Wildcard to SocketName. This is used to know where to position a character on some animations that have entry sections with root motion.
|
| TMap< FName, FName > | ObjectSectionMapping |
| | Map to match sections on the users animation montage to the objects montage. Useful if the objects montage follows a different naming scheme.
|
| TSoftObjectPtr< UAnimMontage > | ObjectMontage |
| | Montage to play on the object we're interacting with (if there is one).
|
| TSoftObjectPtr< UAnimSequence > | SimulationLoopAnimation |
| | Montage to play while in simulation.
|
| float32 | AutoTransitionCheckSecondsMin |
| | Minimum time that has to pass before we check whether we should take any transition (Set both to 0 to disable).
|
| float32 | AutoTransitionCheckSecondsMax |
| | Maximum time that can pass before we check whether we should take any transition (Set both to 0 to disable).
|
| bool | bAllowInterruptLoopOnCancel |
| | If false, when cancelled the "Loop" section will be fully played until switching to the "Exit" section. If true, the montage will jump straight to the "Exit" section when a cancel-request comes in.
|
| bool | bAllowInterruptAtAnyTime |
| | When an exit is requested, don't wait for anything to fully play. Just exit.
|
| bool | bBlockExitWhenNoExitSectionAvailable |
| | When requesting ExternalCancel, but GetExitSection returns None, ignore the request.
|
| int | m_LoadAssetsPriority |
| EInteractionFastExitMode | QuickExitMode |
| | What to do when a fast-exit is requested?
|
| TArray< FInteractionAnimTransition > | Transitions |
| | Random transitions to break out of the loop.
|
| TMap< FGameplayTag, FInteractionAnimTransition > | ExternalTransitions |
| | Random transitions to break out of the loop.
|
| EStance | Stance |
| | Stance to set while this interaction.
|
| float32 | QuickExitAnimationRate |
| | When a QuickExit was requested, at which speed (Rate) should the exit section be played?
|
| FName | FastExitSectionName |
| FGameplayTag | TakeOutItemWithSpecFromInventory |
| | If set, character will take out an item into their hands before starting the interaction. Otherwise, the character will out away items before starting this interaction.
|
| FGameplayTag | TakeOutItemWithItemTypeFromInventory |
| FGameplayTagContainer | DisableAutoTransitionsForTags |
| | Don't do any auto-transitions while the character has any of these OwnedTags.
|
| bool | bPutAwayItemInHandsAfterInteraction |
| | If true, character will put back any held item after the interaction finishes.
|
| UAbilityTask_TakeOutItem | TakeOutItemTask |
| | Task used to take out a specific item before doing the interaction.
|
| TSubclassOf< UInteractiveObjectDefinition > | ActAsInteractiveObjectWhileActive |
| | If set, pushes the given InteractiveObjectDefinition onto the character while this task is active.
|
| bool | bSetUsedActorAsViewTargetForPlayers |
| | If we're being used by a player, set the view target to the used actor (e.g. its camera component).
|
| bool | bShouldFocusInteractiveObject |
| | When interaction involves an InteractiveObject, characters will set their focal point to it.
|
| UAbilityTask_MoveIntoPositionForInteraction | MoveTask |
| | Task played before the animation starts to put the character at the right location/rotation.
|
| UAbilityTask_PlayMontage_Extended | MontageTask |
| | Task that plays our animation montage.
|
| bool | bStartWhileMoving |
| | Allow to start playing while the character is still moving (aligning) to the spot.
|
| UAnimMontage | NowPlaying |
| | Montage that was last requested to be played.
|
| bool | bTaskDisablesFootIK |
| | Should IK be used when this tasks runs? Using IK might offset the character height location.
|
| bool | bAllowTimeSkipAnimationNotifies |
| | False (default) behaviour means that we cannot timeskip an animation that has AnimNotifies, as this would also skip them and create weird bugs. When true, we ignore if MainMontage has AnimNotifies. Only turn this on when the interaction is tested and everything is looking fine (also check SFX, VFX!).
|
| const FName | ExitSection |
| | Override to return the best exit section for where the character is (ie. back of a chair).
|
| const FName | EntrySection |
| | Override to return the best entry section for where the character is (ie. back of a chair).
|
| bool | bRequiresObjectToInteractWith |
| | Action needs to be done on an interactive object.
|
| TArray< TSubclassOf< AGothicCharacter > > | DefaultForCharacterClass |
| | Auto-add this to all characters based on this class. Explicitly set interactions within a character can override these defaults.
|
| FGameplayTagContainer | DefaultInteractionForActions |
| | When DefaultForCharacterClass is specified, auto add this interaction for the tags given here. Explicitly set action tags within a character can override these defaults.
|
| FGameplayTagContainer | TaskEndingTags |
| | Container with tags for ending this task.
|
| FGameplayTagContainer | SupportedSubActions |
| | What actions can be done while this interaction is already active.
|
| FGameplayTagContainer | SubtaskOf |
| | Can only be entered while doing this exact subtasks.
|
| UAbilityTask_InteractionSpot | RequestedSubtaskTemplate |
| | Set when we're supposed to switch to another action. Will be duplicated and then executed.
|
| UAbilityTask_InteractionSpot | ParentTask |
| | Task which started this task (only valid when using subtasks).
|
| FClockTime | StartedAtGameTime |
| | When this task was started in ingame time.
|
| float32 | SecondsToSkipOnActivation |
| | Set this before starting the task to have it skip some of the starting time (ie. entry animation).
|
| FInteractionSpotHandle | Spot |
| | Spot that should be occupied.
|
| FGameplayTag | Action |
| | Action to do on the spot.
|
| bool | bPossibleAnywhere |
| | Action can be performed without InteractionSpot.
|
| bool | bForceCrowdIdleBehaviourToIgnoreMe |
| | Forces PathfollowSettings of this task to use CrowdIdleBehaviour::IgnoreMe This should be used when NPC cannot block anyone and should not affect other NPCs avoidance. E.g. when sitting on chair, laying on bed - there other NPCs can never walk on, and their avoidance should not be influenced (allows others to pass narrow areas more easily.
|
| FGameplayTagContainer | BlockedOwnedTags |
| | Only allow this interaction if the character does NOT have any of these owned tags.
|
| FGameplayTagContainer | RequiredOwnedTags |
| | Only allow this interaction if the character HAS any of these owned tags.
|
| TSet< EInteractionInputKind > | InteractionInputs |
| | Currently pressed interaction inputs (replicated).
|
| FGameplayTagContainer | OwnedTagsWhileActive |
| | Tags to apply to the AbilitySystemComponent while this interaction is active.
|
| bool | bIsPartOfNavigation |
| | Is this task used for some kind of movement?
|
| bool | bPutAwayItemInHandsBeforeInteraction |
| | Forces character to unequip item if he holds one when interaction starts.
|
| EInteractionSpotEntryDirection | PreferredExitDirection |
| | Preferred Direction to exit towards.
|
| EInteractionEndBehavior | EndInteractionBehavior |
| | Can be set before calling ExternalCancel to request a different kind of Ending behavior.
|
| EInteractionEndBehavior | OtherInteractionEndBehaviorOnSwitch |
| | When this interaction is being switched to from another ongoing interaction, end the other with this behavior.
|
| bool | bKeepCharacterZLocationForAlignment |
| | Enable if you want flying or diving creatures to perform an alignment on spot on XY axis only.
|
| FGameplayTagContainer | GameplayTagEventSubscriptions |
| | Defines which gameplay events will cause HandleTagEvent() to be called.
|
| const AActor | UsedActor |
| | Returns the actor we're interacting with, if there is one.
|
| const AGothicCharacter | Self |
| | Character doing this task.
|
| 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 |