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

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

Detailed Description

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:

  • IsDecoratorExecutionActive (true after ExecutionStart, until ExecutionFinish)
  • IsDecoratorObserverActive (true after ObserverActivated, until ObserverDeactivated)

Member Function Documentation

◆ ExecutionFinish()

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

◆ ExecutionFinishAI()

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.

◆ ExecutionStart()

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

◆ ExecutionStartAI()

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.

◆ IsDecoratorExecutionActive()

bool IsDecoratorExecutionActive ( ) const

check if decorator is part of currently active branch

◆ IsDecoratorObserverActive()

bool IsDecoratorObserverActive ( ) const

check if decorator's observer is currently active

◆ ObserverActivated()

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

◆ ObserverActivatedAI()

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.

◆ ObserverDeactivated()

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

◆ ObserverDeactivatedAI()

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.

◆ PerformConditionCheck()

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

◆ PerformConditionCheckAI()

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.

◆ SetbCheckConditionOnlyBlackBoardChanges()

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.

◆ SetbShowPropertyDetails()

void SetbShowPropertyDetails ( bool Value)

show detailed information about properties

◆ StaticClass()

UClass StaticClass ( )
static

◆ Tick()

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

◆ TickAI()

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.

Member Data Documentation

◆ CustomDescription

FString CustomDescription