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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents. More...
Public Member Functions | |
Functions | |
| void | Tick (float32 DeltaSeconds) |
| Event called every frame if tick is enabled. | |
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay. | |
| void | BeginPlay () |
| Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay. | |
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| Event called every async physics tick if bAsyncPhysicsTickEnabled is true. | |
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
| bool | GetbReplicates () const |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
| void | SetbReplicates (bool Value) |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
| bool | GetbAutoActivate () const |
| Whether the component is activated at creation or must be explicitly activated. | |
| void | SetbAutoActivate (bool Value) |
| Whether the component is activated at creation or must be explicitly activated. | |
| void | SetbEditableWhenInherited (bool Value) |
| True if this component can be modified when it was inherited from a parent actor class. | |
| void | SetbCanEverAffectNavigation (bool Value) |
| Whether this component can potentially influence navigation. | |
| bool | GetbIsEditorOnly () const |
| If true, the component will be excluded from non-editor builds. | |
| 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 |
Static Public Member Functions | |
Static Functions | |
| static UActorComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UActorComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UActorComponent | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Activation | |
| bool | bAutoActivate |
| Whether the component is activated at creation or must be explicitly activated. | |
AssetUserData | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| Array of user data stored with the component. | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| Array of user data stored with the component. | |
ComponentReplication | |
| bool | bReplicates |
| Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | |
ComponentTick | |
| FActorComponentTickFunction | PrimaryComponentTick |
| Main tick function for the Component. | |
Cooking | |
| bool | bIsEditorOnly |
| If true, the component will be excluded from non-editor builds. | |
Replication | |
| bool | bReplicateUsingRegisteredSubObjectList |
| When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated. | |
Tags | |
| TArray< FName > | ComponentTags |
| Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. | |
Variables | |
| const EComponentCreationMethod | ComponentCreationMethod |
| 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 |
Components | |
| const AActor | Owner |
| Follow the Outer chain to get the AActor that 'Owns' this component. | |
| bool | IsBeingDestroyed () const |
| Returns whether the component is in the process of being destroyed. | |
| void | SetIsReplicated (bool ShouldReplicate) |
| Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components). | |
| void | DestroyComponent (UObject Object) |
| Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function. | |
| bool | ComponentHasTag (FName Tag) const |
| See if this component contains the supplied tag. | |
| AActor | GetOwner () const |
| Follow the Outer chain to get the AActor that 'Owns' this component. | |
Components|Activation | |
| FActorComponentDeactivateSignature | OnComponentDeactivated |
| Called when the component has been deactivated. | |
| FActorComponentActivatedSignature | OnComponentActivated |
| Called when the component has been activated, with parameter indicating if it was from a reset. | |
| void | SetAutoActivate (bool bNewAutoActivate) |
| Sets whether the component should be auto activate or not. Only safe during construction scripts. | |
| bool | IsActive () const |
| Returns whether the component is active or not. | |
| void | ToggleActive () |
| Toggles the active state of the component. | |
| void | SetActive (bool bNewActive, bool bReset=false) |
| Sets whether the component is active or not. | |
| void | Activate (bool bReset=false) |
| Activates the SceneComponent, should be overridden by native child classes. | |
| void | Deactivate () |
| Deactivates the SceneComponent. | |
Components|Tick | |
| float32 | ComponentTickInterval |
| Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed. | |
| float32 | GetComponentTickInterval () const |
| Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed. | |
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| Make this component tick after PrerequisiteActor. | |
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Make this component tick after PrerequisiteComponent. | |
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Remove tick dependency on PrerequisiteComponent. | |
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| Sets whether this component can tick when paused. | |
| bool | IsComponentTickEnabled () const |
| Returns whether this component has tick enabled or not. | |
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| Changes the ticking group for this component. | |
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| Remove tick dependency on PrerequisiteActor. | |
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately. | |
| void | SetComponentTickInterval (float32 TickInterval) |
| Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick. | |
| void | SetComponentTickEnabled (bool bEnabled) |
| Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered. | |
ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents.
@see ActorComponent @see USceneComponent @see UPrimitiveComponent
| void Activate | ( | bool | bReset = false | ) |
Activates the SceneComponent, should be overridden by native child classes.
| bReset | Whether the activation should happen even if ShouldActivate returns false. |
| void AddTickPrerequisiteActor | ( | AActor | PrerequisiteActor | ) |
Make this component tick after PrerequisiteActor.
| void AddTickPrerequisiteComponent | ( | UActorComponent | PrerequisiteComponent | ) |
Make this component tick after PrerequisiteComponent.
| void AsyncPhysicsTick | ( | float32 | DeltaSeconds, |
| float32 | SimSeconds ) |
Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
| void BeginPlay | ( | ) |
Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
| bool ComponentHasTag | ( | FName | Tag | ) | const |
See if this component contains the supplied tag.
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static |
| void Deactivate | ( | ) |
Deactivates the SceneComponent.
| void DestroyComponent | ( | UObject | Object | ) |
Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
| void EndPlay | ( | EEndPlayReason | EndPlayReason | ) |
Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
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static |
| bool GetbAutoActivate | ( | ) | const |
Whether the component is activated at creation or must be explicitly activated.
| bool GetbIsEditorOnly | ( | ) | const |
If true, the component will be excluded from non-editor builds.
| bool GetbReplicates | ( | ) | const |
Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
| bool GetbReplicateUsingRegisteredSubObjectList | ( | ) | const |
When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
| EComponentCreationMethod GetComponentCreationMethod | ( | ) | const |
| float32 GetComponentTickInterval | ( | ) | const |
Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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static |
| bool HasBegunPlay | ( | ) | const |
| bool IsActive | ( | ) | const |
Returns whether the component is active or not.
| bool IsBeingDestroyed | ( | ) | const |
Returns whether the component is in the process of being destroyed.
| bool IsComponentTickEnabled | ( | ) | const |
Returns whether this component has tick enabled or not.
| bool IsVisualizationComponent | ( | ) | const |
| void MarkRenderStateDirty | ( | ) |
| void RemoveTickPrerequisiteActor | ( | AActor | PrerequisiteActor | ) |
Remove tick dependency on PrerequisiteActor.
| void RemoveTickPrerequisiteComponent | ( | UActorComponent | PrerequisiteComponent | ) |
Remove tick dependency on PrerequisiteComponent.
| void SetActive | ( | bool | bNewActive, |
| bool | bReset = false ) |
Sets whether the component is active or not.
| bNewActive | The new active state of the component |
| bReset | Whether the activation should happen even if ShouldActivate returns false. |
| void SetAutoActivate | ( | bool | bNewAutoActivate | ) |
Sets whether the component should be auto activate or not. Only safe during construction scripts.
| bNewAutoActivate | The new auto activate state of the component |
| void SetbAutoActivate | ( | bool | Value | ) |
Whether the component is activated at creation or must be explicitly activated.
| void SetbCanEverAffectNavigation | ( | bool | Value | ) |
Whether this component can potentially influence navigation.
| void SetbEditableWhenInherited | ( | bool | Value | ) |
True if this component can be modified when it was inherited from a parent actor class.
| void SetbIsEditorOnly | ( | bool | Value | ) |
| void SetbReplicates | ( | bool | Value | ) |
Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
| void SetbReplicateUsingRegisteredSubObjectList | ( | bool | Value | ) |
When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
| void SetbTickInEditor | ( | bool | Value | ) |
| void SetComponentTickEnabled | ( | bool | bEnabled | ) |
Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
| bEnabled | Whether it should be enabled or not |
| void SetComponentTickInterval | ( | float32 | TickInterval | ) |
Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
| TickInterval | The duration between ticks for this component's primary tick function |
| void SetComponentTickIntervalAndCooldown | ( | float32 | TickInterval | ) |
Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
| TickInterval | The duration between ticks for this component's primary tick function |
| void SetIsReplicated | ( | bool | ShouldReplicate | ) |
Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
| void SetIsVisualizationComponent | ( | bool | Value | ) |
| void SetTickableWhenPaused | ( | bool | bTickableWhenPaused | ) |
Sets whether this component can tick when paused.
| void SetTickGroup | ( | ETickingGroup | NewTickGroup | ) |
Changes the ticking group for this component.
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static |
| void Tick | ( | float32 | DeltaSeconds | ) |
Event called every frame if tick is enabled.
| void ToggleActive | ( | ) |
Toggles the active state of the component.
| TArray<TObjectPtr<UAssetUserData> > AssetUserData |
Array of user data stored with the component.
| TArray<TObjectPtr<UAssetUserData> > AssetUserDataEditorOnly |
Array of user data stored with the component.
| bool bAutoActivate |
Whether the component is activated at creation or must be explicitly activated.
| bool bIsEditorOnly |
If true, the component will be excluded from non-editor builds.
| bool bReplicates |
Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
| bool bReplicateUsingRegisteredSubObjectList |
When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
| const EComponentCreationMethod ComponentCreationMethod |
Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
| float32 ComponentTickInterval |
Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
| FActorComponentActivatedSignature OnComponentActivated |
Called when the component has been activated, with parameter indicating if it was from a reset.
| FActorComponentDeactivateSignature OnComponentDeactivated |
Called when the component has been deactivated.
| FActorComponentTickFunction PrimaryComponentTick |
Main tick function for the Component.