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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAbilityTask_StateBasedAction
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_StateBasedInputAction
FGameplayTag InputDirectionTag
 Input Direction to send.
AActor Target
 Optional target to plug into the Event.
FGameplayTag InputEventTag
 Event to send that starts the State.
Public Attributes inherited from UAbilityTask_StateBasedAction
EStateBasedActionStage Stage
 What this task is currently doing.
bool bEndWhenEnteredState
 When true, this action will end when we've entered the state and are no longer blocked. When false, this action will wait for the state to end on its own.
bool bOnlyEndOnShouldEndNow
 If true, this task will only end when ShouldEndNow() returns true or the state was left.
bool bCanEndEarly
 If true, this task will end when the action's ResetStates phase has begun. If false, wait for the character to be unblocked before ending the task.
bool bBlockStateMachineWhileBlocked
 If true, UpdateStateMachine() will return early when state == WaitingForUnblock.
FGameplayTag StateTag
 State that this action will put the character in. (State.*).
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

Additional Inherited Members

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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ InputDirectionTag

FGameplayTag InputDirectionTag

Input Direction to send.

◆ InputEventTag

FGameplayTag InputEventTag

Event to send that starts the State.

◆ Target

AActor Target

Optional target to plug into the Event.