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

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

Detailed Description

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.

Member Function Documentation

◆ Abort()

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

◆ AbortAI()

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.

◆ Execute()

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

◆ ExecuteAI()

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.

◆ FinishAbort()

void FinishAbort ( )

aborts task execution

◆ FinishExecute()

void FinishExecute ( bool bSuccess)

finishes task execution with Success or Fail result

◆ IsTaskAborting()

bool IsTaskAborting ( ) const

check if task is currently being aborted

◆ IsTaskExecuting()

bool IsTaskExecuting ( ) const

check if task is currently being executed

◆ SetbShowPropertyDetails()

void SetbShowPropertyDetails ( bool Value)

show detailed information about properties

◆ SetFinishOnMessage()

void SetFinishOnMessage ( FName MessageName)

task execution will be finished (with result 'Success') after receiving specified message

◆ SetFinishOnMessageWithId()

void SetFinishOnMessageWithId ( FName MessageName,
int RequestID = - 1 )

task execution will be finished (with result 'Success') after receiving specified message with indicated ID

◆ 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 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.

Member Data Documentation

◆ CustomDescription

FString CustomDescription

◆ TickInterval

FIntervalCountdown TickInterval

If any of the Tick functions is implemented, how often should they be ticked. Values < 0 mean 'every tick'.