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

Public Member Functions

Ability Task Callbacks
void OnDestroy (bool bInOwnerFinished)
void InitSimulatedTask (UGameplayTasksComponent InGameplayTasksComponent)
bool IsWaitingOnAvatar () const
void Activate ()
bool IsWaitingOnRemotePlayerdata () const
void TickTask (float32 DeltaTimeSecs)
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

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
const UGameplayAbility Ability
 GameplayAbility that created us.
UAbilitySystemComponent AbilitySystemComponent
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

Ability Task

const bool IsSimulating
bool IsPausable
bool IsSimulatedTask
bool IsTickingTask
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 ()
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.

Member Function Documentation

◆ Activate()

void Activate ( )

◆ BP_GetAbility()

UGameplayAbility BP_GetAbility ( bool bInOwnerFinished) const

◆ ClearWaitingOnAvatar()

void ClearWaitingOnAvatar ( )

◆ ClearWaitingOnRemotePlayerData()

void ClearWaitingOnRemotePlayerData ( )

◆ CreateAbilityTask()

UAngelscriptAbilityTask CreateAbilityTask ( TSubclassOf< UAngelscriptAbilityTask > TaskType,
UGameplayAbility ThisAbility,
FName NewInstanceName = NAME_None,
UObject Outer = nullptr )
static

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.

◆ CreateAbilityTaskAndRunIt()

UAngelscriptAbilityTask CreateAbilityTaskAndRunIt ( TSubclassOf< UAngelscriptAbilityTask > TaskType,
UGameplayAbility ThisAbility,
FName NewInstanceName = NAME_None )
static

This method will both create the task and call ReadyForActivation on it for you immediately.

◆ GetAbility()

UGameplayAbility GetAbility ( ) const

◆ GetAbilitySpecHandle()

FGameplayAbilitySpecHandle GetAbilitySpecHandle ( bool bInOwnerFinished) const

◆ GetAbilitySystemComponent()

UAbilitySystemComponent GetAbilitySystemComponent ( )

◆ GetIsPausable()

bool GetIsPausable ( )

◆ GetIsSimulatedTask()

bool GetIsSimulatedTask ( )

◆ GetIsSimulating()

bool GetIsSimulating ( )

◆ GetIsTickingTask()

bool GetIsTickingTask ( )

◆ InitSimulatedTask()

void InitSimulatedTask ( UGameplayTasksComponent InGameplayTasksComponent)

◆ IsForRemoteClient()

bool IsForRemoteClient ( ) const

◆ IsLocallyControlled()

bool IsLocallyControlled ( ) const

◆ IsPredictingClient()

bool IsPredictingClient ( ) const

◆ IsWaitingOnAvatar()

bool IsWaitingOnAvatar ( ) const

◆ IsWaitingOnRemotePlayerdata()

bool IsWaitingOnRemotePlayerdata ( ) const

◆ OnDestroy()

void OnDestroy ( bool bInOwnerFinished)

◆ SetAbilitySystemComponent()

void SetAbilitySystemComponent ( UAbilitySystemComponent InAbilitySystemComponent)

◆ SetIsPausable()

void SetIsPausable ( bool bNewState)

◆ SetIsSimulatedTask()

void SetIsSimulatedTask ( bool bNewState)

◆ SetIsTickingTask()

void SetIsTickingTask ( bool bNewState)

◆ SetWaitingOnAvatar()

void SetWaitingOnAvatar ( )

◆ SetWaitingOnRemotePlayerData()

void SetWaitingOnRemotePlayerData ( )

◆ ShouldBroadcastAbilityTaskDelegates()

bool ShouldBroadcastAbilityTaskDelegates ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

◆ TickTask()

void TickTask ( float32 DeltaTimeSecs)

Member Data Documentation

◆ Ability

const UGameplayAbility Ability

GameplayAbility that created us.

◆ AbilitySystemComponent

UAbilitySystemComponent AbilitySystemComponent

◆ IsPausable

bool IsPausable

◆ IsSimulatedTask

bool IsSimulatedTask

◆ IsSimulating

const bool IsSimulating

◆ IsTickingTask

bool IsTickingTask