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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Task that is executed on an interaction spot. Automatically claims and unclaims the spot for you. More...
Public Member Functions | |
Functions | |
| 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. | |
| Public Member Functions inherited from UAbilityTaskCoroutine | |
| 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. | |
| Public Member Functions inherited from UAbilityTaskGeneric | |
| 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. | |
| Public Member Functions inherited from UAbilityTaskBase | |
| 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 |
| Public Member Functions inherited from UAngelscriptAbilityTask | |
| 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 () |
| Public Member Functions inherited from UGameplayTask | |
| 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". | |
| 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 UAbilityTaskCoroutine | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskGeneric | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAngelscriptAbilityTask | |
| 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 Public Member Functions inherited from UAbilityTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AbilityTask_InteractionSpot | |
| 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. | |
Variables | |
| const AActor | UsedActor |
| Returns the actor we're interacting with, if there is one. | |
| const AGothicCharacter | Self |
| Character doing this task. | |
| Public Attributes inherited from UAbilityTaskCoroutine | |
| 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. | |
| Public Attributes inherited from UAbilityTaskGeneric | |
| 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. | |
| Public Attributes inherited from UAngelscriptAbilityTask | |
| const UGameplayAbility | Ability |
| GameplayAbility that created us. | |
| UAbilitySystemComponent | AbilitySystemComponent |
| const bool | IsSimulating |
| bool | IsPausable |
| bool | IsSimulatedTask |
| bool | IsTickingTask |
| 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 |
Task that is executed on an interaction spot. Automatically claims and unclaims the spot for you.
| 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 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 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 HasOwnedGameplayTag | ( | FGameplayTag | Tag | ) | const |
Returns true if the Avatars AbilitySystemComponent has the given owned tag. (ie. State.Speaking).
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.
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static |
| FGameplayTag Action |
Action to do on the spot.
| 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.
| bool bIsPartOfNavigation |
Is this task used for some kind of movement?
| bool bKeepCharacterZLocationForAlignment |
Enable if you want flying or diving creatures to perform an alignment on spot on XY axis only.
| FGameplayTagContainer BlockedOwnedTags |
Only allow this interaction if the character does NOT have any of these owned tags.
| bool bPossibleAnywhere |
Action can be performed without InteractionSpot.
| bool bPutAwayItemInHandsBeforeInteraction |
Forces character to unequip item if he holds one when interaction starts.
| 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.
| EInteractionEndBehavior EndInteractionBehavior |
Can be set before calling ExternalCancel to request a different kind of Ending behavior.
| FGameplayTagContainer GameplayTagEventSubscriptions |
Defines which gameplay events will cause HandleTagEvent() to be called.
| TSet<EInteractionInputKind> InteractionInputs |
Currently pressed interaction inputs (replicated).
| EInteractionEndBehavior OtherInteractionEndBehaviorOnSwitch |
When this interaction is being switched to from another ongoing interaction, end the other with this behavior.
| FGameplayTagContainer OwnedTagsWhileActive |
Tags to apply to the AbilitySystemComponent while this interaction is active.
| UAbilityTask_InteractionSpot ParentTask |
Task which started this task (only valid when using subtasks).
| EInteractionSpotEntryDirection PreferredExitDirection |
Preferred Direction to exit towards.
| UAbilityTask_InteractionSpot RequestedSubtaskTemplate |
Set when we're supposed to switch to another action. Will be duplicated and then executed.
| FGameplayTagContainer RequiredOwnedTags |
Only allow this interaction if the character HAS any of these owned tags.
| float32 SecondsToSkipOnActivation |
Set this before starting the task to have it skip some of the starting time (ie. entry animation).
| const AGothicCharacter Self |
Character doing this task.
Spot that should be occupied.
| FClockTime StartedAtGameTime |
When this task was started in ingame time.
| FGameplayTagContainer SubtaskOf |
Can only be entered while doing this exact subtasks.
| FGameplayTagContainer SupportedSubActions |
What actions can be done while this interaction is already active.
| FGameplayTagContainer TaskEndingTags |
Container with tags for ending this task.
| const AActor UsedActor |
Returns the actor we're interacting with, if there is one.