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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes! More...
Public Member Functions | |
AI | |
| void | ExecuteAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveExecute See: ReceiveExecute 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 tick 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 | AbortAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveAbort See: ReceiveAbort 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 | IsTaskExecuting () const |
| check if task is currently being executed | |
| bool | IsTaskAborting () const |
| check if task is currently being aborted | |
| void | FinishAbort () |
| aborts task execution | |
| void | FinishExecute (bool bSuccess) |
| finishes task execution with Success or Fail result | |
| void | SetFinishOnMessage (FName MessageName) |
| task execution will be finished (with result 'Success') after receiving specified message | |
| void | SetFinishOnMessageWithId (FName MessageName, int RequestID=- 1) |
| task execution will be finished (with result 'Success') after receiving specified message with indicated ID | |
Functions | |
| void | Abort (AActor OwnerActor) |
| if blueprint graph contains this event, task will stay active until FinishAbort is called 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 | SetbShowPropertyDetails (bool Value) |
| show detailed information about properties | |
| void | Execute (AActor OwnerActor) |
| entry point, task will stay active until FinishExecute is called. 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 UBTTaskNode | |
| void | SetbIgnoreRestartSelf (bool Value) |
| if set, task search will be discarded when this task is selected to execute but is already running | |
| 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 UBTTaskNode | |
| 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 |
Task | |
| FIntervalCountdown | TickInterval |
| If any of the Tick functions is implemented, how often should they be ticked. Values < 0 mean 'every tick'. | |
| 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 task nodes. Do NOT use it for creating native c++ classes!
When task receives Abort event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Execute, but does not handle external events. Please use them safely (unregister at abort) and call IsTaskExecuting() when in doubt.
| void Abort | ( | AActor | OwnerActor | ) |
if blueprint graph contains this event, task will stay active until FinishAbort is called 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 AbortAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveAbort See: ReceiveAbort 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 Execute | ( | AActor | OwnerActor | ) |
entry point, task will stay active until FinishExecute is called. 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 ExecuteAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveExecute See: ReceiveExecute 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 FinishAbort | ( | ) |
aborts task execution
| void FinishExecute | ( | bool | bSuccess | ) |
finishes task execution with Success or Fail result
| bool IsTaskAborting | ( | ) | const |
check if task is currently being aborted
| bool IsTaskExecuting | ( | ) | const |
check if task is currently being executed
| void SetbShowPropertyDetails | ( | bool | Value | ) |
show detailed information about properties
| void SetFinishOnMessage | ( | FName | MessageName | ) |
task execution will be finished (with result 'Success') after receiving specified message
| void SetFinishOnMessageWithId | ( | FName | MessageName, |
| int | RequestID = - 1 ) |
task execution will be finished (with result 'Success') after receiving specified message with indicated ID
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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 tick 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.
| FString CustomDescription |
| FIntervalCountdown TickInterval |
If any of the Tick functions is implemented, how often should they be ticked. Values < 0 mean 'every tick'.