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

Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc). More...

Static Public Member Functions

Static Functions
static UApplicationLifecycleComponent Get (const AActor Actor, FName WithName=NAME_None)
static UApplicationLifecycleComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UApplicationLifecycleComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
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

Variables
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationWillTerminateDelegate
 This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationHasReactivatedDelegate
 Called when the application has been reactivated (reverse any processing done in the Deactivate delegate).
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationWillEnterBackgroundDelegate
 This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationHasEnteredForegroundDelegate
 Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate).
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationWillDeactivateDelegate
 This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc...
FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationShouldUnloadResourcesDelegate
 Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.
FApplicationStartupArgumentsDelegate__ApplicationLifecycleComponent ApplicationReceivedStartupArgumentsDelegate
 Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.
FOnTemperatureChangeDelegate__ApplicationLifecycleComponent OnTemperatureChangeDelegate
 Called when temperature level has changed, and receives the severity.
FOnLowPowerModeDelegate__ApplicationLifecycleComponent OnLowPowerModeDelegate
 Called when we are in low power mode.
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
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 bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
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.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
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.
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.
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 UActorComponent
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.
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.
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.
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.
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

Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc).

Member Function Documentation

◆ Create()

UApplicationLifecycleComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UApplicationLifecycleComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetOrCreate()

UApplicationLifecycleComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ApplicationHasEnteredForegroundDelegate

FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationHasEnteredForegroundDelegate

Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate).

◆ ApplicationHasReactivatedDelegate

Called when the application has been reactivated (reverse any processing done in the Deactivate delegate).

◆ ApplicationReceivedStartupArgumentsDelegate

FApplicationStartupArgumentsDelegate__ApplicationLifecycleComponent ApplicationReceivedStartupArgumentsDelegate

Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

◆ ApplicationShouldUnloadResourcesDelegate

FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationShouldUnloadResourcesDelegate

Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

◆ ApplicationWillDeactivateDelegate

This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc...

◆ ApplicationWillEnterBackgroundDelegate

FApplicationLifetimeDelegate__ApplicationLifecycleComponent ApplicationWillEnterBackgroundDelegate

This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.

◆ ApplicationWillTerminateDelegate

This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.

◆ OnLowPowerModeDelegate

Called when we are in low power mode.

◆ OnTemperatureChangeDelegate

Called when temperature level has changed, and receives the severity.