G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UBTService_BlueprintBase Class Reference

Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes! More...

Public Member Functions

AI
void SearchStartAI (AAIController OwnerController, APawn ControlledPawn)
 Alternative AI version of ReceiveSearchStart function. See: ReceiveSearchStart 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 ActivationAI (AAIController OwnerController, APawn ControlledPawn)
 Alternative AI version of ReceiveActivation function. See: ReceiveActivation 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 function. 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.
void DeactivationAI (AAIController OwnerController, APawn ControlledPawn)
 Alternative AI version of ReceiveDeactivation function. See: ReceiveDeactivation 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 IsServiceActive () const
 check if service is currently being active
Functions
void Activation (AActor OwnerActor)
 service became active 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 Deactivation (AActor OwnerActor)
 service became inactive 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 SetbShowEventDetails (bool Value)
 show detailed information about implemented events
void SearchStart (AActor OwnerActor)
 task search enters branch of tree 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
Public Member Functions inherited from UBTService
void SetbRestartTimerOnEachActivation (bool Value)
 if set, next tick time will be always reset to service's interval when node is activated
void SetbCallTickOnSearchStart (bool Value)
 call Tick event when task search enters this node (SearchStart will be called as well)
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 UBTService
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 UBTService
float32 RandomDeviation
 adds random range to service's Interval
float32 Interval
 defines time span between subsequent ticks of the service
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 service nodes. Do NOT use it for creating native c++ classes!

When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and call IsServiceActive() when in doubt.

Member Function Documentation

◆ Activation()

void Activation ( AActor OwnerActor)

service became active 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

◆ ActivationAI()

void ActivationAI ( AAIController OwnerController,
APawn ControlledPawn )

Alternative AI version of ReceiveActivation function. See: ReceiveActivation 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.

◆ Deactivation()

void Deactivation ( AActor OwnerActor)

service became inactive 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

◆ DeactivationAI()

void DeactivationAI ( AAIController OwnerController,
APawn ControlledPawn )

Alternative AI version of ReceiveDeactivation function. See: ReceiveDeactivation 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.

◆ IsServiceActive()

bool IsServiceActive ( ) const

check if service is currently being active

◆ SearchStart()

void SearchStart ( AActor OwnerActor)

task search enters branch of tree 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

◆ SearchStartAI()

void SearchStartAI ( AAIController OwnerController,
APawn ControlledPawn )

Alternative AI version of ReceiveSearchStart function. See: ReceiveSearchStart 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.

◆ SetbShowEventDetails()

void SetbShowEventDetails ( bool Value)

show detailed information about implemented events

◆ 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 function. 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