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

An ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it's execution. 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
FAbilityStateDelegate OnStateInterrupted
 Invoked if the ability was interrupted and this state is active.
FAbilityStateDelegate OnStateEnded
 Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active.
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

Detailed Description

An ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it's execution.

An ability state will always result in either 'OnStateEnded' or 'OnStateInterrupted' being called.

'OnStateEnded' will be called if:

  • The ability itself ends via AGameplayAbility::EndAbility
  • The ability state is manually ended via AGameplayAbility::EndAbilityState
  • Another ability state is started will 'bEndCurrentState' set to true

'OnStateInterrupted' will be called if:

  • The ability itself is cancelled via AGameplayAbility::CancelAbility

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ OnStateEnded

FAbilityStateDelegate OnStateEnded

Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active.

◆ OnStateInterrupted

FAbilityStateDelegate OnStateInterrupted

Invoked if the ability was interrupted and this state is active.