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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Base class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes! More...
Public Member Functions | |
AI | |
| void | ExecutionFinishAI (AAIController OwnerController, APawn ControlledPawn, EBTNodeResult NodeResult) |
| Alternative AI version of ReceiveExecutionFinish See: ReceiveExecutionFinish for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | TickAI (AAIController OwnerController, APawn ControlledPawn, float32 DeltaSeconds) |
| Alternative AI version of ReceiveTick See: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| bool | PerformConditionCheckAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveConditionCheck See: ReceiveConditionCheck for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | ObserverActivatedAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveObserverActivated See: ReceiveObserverActivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | ObserverDeactivatedAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveObserverDeactivated See: ReceiveObserverDeactivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | ExecutionStartAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveExecutionStart See: ReceiveExecutionStart for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
AI|BehaviorTree | |
| bool | IsDecoratorObserverActive () const |
| check if decorator's observer is currently active | |
| bool | IsDecoratorExecutionActive () const |
| check if decorator is part of currently active branch | |
Functions | |
| void | ObserverDeactivated (AActor OwnerActor) |
| called when observer is deactivated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | ExecutionFinish (AActor OwnerActor, EBTNodeResult NodeResult) |
| called when execution of underlying node is finished Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| bool | PerformConditionCheck (AActor OwnerActor) |
| called when testing if underlying node can be executed, must call FinishConditionCheck Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | ExecutionStart (AActor OwnerActor) |
| called on execution of underlying node Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | Tick (AActor OwnerActor, float32 DeltaSeconds) |
| tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | ObserverActivated (AActor OwnerActor) |
| called when observer is activated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | SetbShowPropertyDetails (bool Value) |
| show detailed information about properties | |
| void | SetbCheckConditionOnlyBlackBoardChanges (bool Value) |
| Applies only if Decorator has any FBlackboardKeySelector property and if decorator is set to abort BT flow. Is set to true ReceiveConditionCheck will be called only on changes to observed BB keys. If false or no BB keys observed ReceiveConditionCheck will be called every tick. | |
| Public Member Functions inherited from UBTDecorator | |
| void | SetbInverseCondition (bool Value) |
| if set, condition check result will be inversed | |
| 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 UBTDecorator | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBTAuxiliaryNode | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBTNode | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Description | |
| FString | CustomDescription |
| Public Attributes inherited from UBTDecorator | |
| EBTFlowAbortMode | FlowAbortMode |
| flow controller settings | |
| Public Attributes inherited from UBTNode | |
| FString | NodeName |
| node name | |
| 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 |
Base class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes!
Unlike task and services, decorator have two execution chains: ExecutionStart-ExecutionFinish and ObserverActivated-ObserverDeactivated which makes automatic latent action cleanup impossible. Keep in mind, that you HAVE TO verify is given chain is still active after resuming from any latent action (like Delay, Timelines, etc).
Helper functions:
| void ExecutionFinish | ( | AActor | OwnerActor, |
| EBTNodeResult | NodeResult ) |
called when execution of underlying node is finished Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void ExecutionFinishAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn, | ||
| EBTNodeResult | NodeResult ) |
Alternative AI version of ReceiveExecutionFinish See: ReceiveExecutionFinish for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| void ExecutionStart | ( | AActor | OwnerActor | ) |
called on execution of underlying node Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void ExecutionStartAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveExecutionStart See: ReceiveExecutionStart for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| bool IsDecoratorExecutionActive | ( | ) | const |
check if decorator is part of currently active branch
| bool IsDecoratorObserverActive | ( | ) | const |
check if decorator's observer is currently active
| void ObserverActivated | ( | AActor | OwnerActor | ) |
called when observer is activated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void ObserverActivatedAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveObserverActivated See: ReceiveObserverActivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| void ObserverDeactivated | ( | AActor | OwnerActor | ) |
called when observer is deactivated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void ObserverDeactivatedAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveObserverDeactivated See: ReceiveObserverDeactivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| bool PerformConditionCheck | ( | AActor | OwnerActor | ) |
called when testing if underlying node can be executed, must call FinishConditionCheck Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| bool PerformConditionCheckAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveConditionCheck See: ReceiveConditionCheck for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| void SetbCheckConditionOnlyBlackBoardChanges | ( | bool | Value | ) |
Applies only if Decorator has any FBlackboardKeySelector property and if decorator is set to abort BT flow. Is set to true ReceiveConditionCheck will be called only on changes to observed BB keys. If false or no BB keys observed ReceiveConditionCheck will be called every tick.
| void SetbShowPropertyDetails | ( | bool | Value | ) |
show detailed information about properties
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static |
| void Tick | ( | AActor | OwnerActor, |
| float32 | DeltaSeconds ) |
tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void TickAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn, | ||
| float32 | DeltaSeconds ) |
Alternative AI version of ReceiveTick See: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| FString CustomDescription |