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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
| void Activate | ( | ) |
| UGameplayAbility BP_GetAbility | ( | bool | bInOwnerFinished | ) | const |
| void ClearWaitingOnAvatar | ( | ) |
| void ClearWaitingOnRemotePlayerData | ( | ) |
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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.
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static |
This method will both create the task and call ReadyForActivation on it for you immediately.
| UGameplayAbility GetAbility | ( | ) | const |
| FGameplayAbilitySpecHandle GetAbilitySpecHandle | ( | bool | bInOwnerFinished | ) | const |
| UAbilitySystemComponent GetAbilitySystemComponent | ( | ) |
| bool GetIsPausable | ( | ) |
| bool GetIsSimulatedTask | ( | ) |
| bool GetIsSimulating | ( | ) |
| bool GetIsTickingTask | ( | ) |
| void InitSimulatedTask | ( | UGameplayTasksComponent | InGameplayTasksComponent | ) |
| bool IsForRemoteClient | ( | ) | const |
| bool IsLocallyControlled | ( | ) | const |
| bool IsPredictingClient | ( | ) | const |
| bool IsWaitingOnAvatar | ( | ) | const |
| bool IsWaitingOnRemotePlayerdata | ( | ) | const |
| void OnDestroy | ( | bool | bInOwnerFinished | ) |
| void SetAbilitySystemComponent | ( | UAbilitySystemComponent | InAbilitySystemComponent | ) |
| void SetIsPausable | ( | bool | bNewState | ) |
| void SetIsSimulatedTask | ( | bool | bNewState | ) |
| void SetIsTickingTask | ( | bool | bNewState | ) |
| void SetWaitingOnAvatar | ( | ) |
| void SetWaitingOnRemotePlayerData | ( | ) |
| bool ShouldBroadcastAbilityTaskDelegates | ( | ) | const |
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static |
| void TickTask | ( | float32 | DeltaTimeSecs | ) |
| const UGameplayAbility Ability |
GameplayAbility that created us.
| UAbilitySystemComponent AbilitySystemComponent |
| bool IsPausable |
| bool IsSimulatedTask |
| const bool IsSimulating |
| bool IsTickingTask |