G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAbilityTask_InteractiveTraversal Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAbilityTask_InteractionSpot_Montage
static UClass StaticClass ()
Static Public Member Functions inherited from UAbilityTask_InteractionSpot
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 ()

Additional Inherited Members

Public Member Functions inherited from UAbilityTask_InteractionSpot_Montage
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)
Public Member Functions inherited from UAbilityTask_InteractionSpot
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
Public Attributes inherited from UAbilityTask_InteractionSpot_Montage
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).
Public Attributes inherited from UAbilityTask_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.
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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static