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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Convenience task for spawning actors on the network authority. If not the net authority, we will not spawn and Success will not be called. The nice thing this adds is the ability to modify expose on spawn properties while also implicitly checking network role before spawning. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| 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 | |
Variables | |
| FSpawnActorDelegate | DidNotSpawn |
| Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare). | |
| FSpawnActorDelegate | Success |
| 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 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 |
Convenience task for spawning actors on the network authority. If not the net authority, we will not spawn and Success will not be called. The nice thing this adds is the ability to modify expose on spawn properties while also implicitly checking network role before spawning.
Though this task doesn't do much - games can implement similiar tasks that carry out game specific rules. For example a 'SpawnProjectile' task that limits the available classes to the games projectile class, and that does game specific stuff on spawn (for example, determining firing position from a weapon attachment - logic that we don't necessarily want in ability blueprints).
Long term we can also use this task as a sync point. If the executing client could wait execution until the server creates and replicates the actor down to it. We could potentially also use this to do predictive actor spawning / reconciliation.
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static |
| FSpawnActorDelegate DidNotSpawn |
Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare).
| FSpawnActorDelegate Success |