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

Static Public Member Functions

Ability|Tasks
static UAbilityTask_LockPick TryOpenLock (UGameplayAbility OwningAbility, FName Lock, TArray< FName > Keys, FName InteractiveObjectActorName, TArray< FName > PuzzleKeys, bool ConsumeKeys, int LockDifficulty)
Static Functions
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_LockPick
FGameplayTagContainer OwnedTagsWhileActive
 Tags to apply to the AbilitySystemComponent while this interaction is active.
Variables
FLockPickSimpleDelegate OnFailedLockPick
FLockPickSimpleDelegate OnSetLockUnlocked
FLockPickSimpleDelegate OnSectionMoved
FLockPickSimpleDelegate OnLockPickActorBecameInactive
FLockPickSimpleDelegate OnLockPickActorBecameActive
FLockPickSimpleDelegate OnSuccessLockPick
FLockPickSimpleDelegate OnNoLockPick
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

Additional Inherited Members

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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

◆ TryOpenLock()

UAbilityTask_LockPick TryOpenLock ( UGameplayAbility OwningAbility,
FName Lock,
TArray< FName > Keys,
FName InteractiveObjectActorName,
TArray< FName > PuzzleKeys,
bool ConsumeKeys,
int LockDifficulty )
static

Member Data Documentation

◆ OnFailedLockPick

FLockPickSimpleDelegate OnFailedLockPick

◆ OnLockPickActorBecameActive

FLockPickSimpleDelegate OnLockPickActorBecameActive

◆ OnLockPickActorBecameInactive

FLockPickSimpleDelegate OnLockPickActorBecameInactive

◆ OnNoLockPick

◆ OnSectionMoved

FLockPickSimpleDelegate OnSectionMoved

◆ OnSetLockUnlocked

FLockPickSimpleDelegate OnSetLockUnlocked

◆ OnSuccessLockPick

FLockPickSimpleDelegate OnSuccessLockPick

◆ OwnedTagsWhileActive

FGameplayTagContainer OwnedTagsWhileActive

Tags to apply to the AbilitySystemComponent while this interaction is active.