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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| int | ProcessAllPendingWork (const UObject ContextObject=nullptr) |
| Executes enqueued work for all workloads for the given ContextObject. If that is null everything is processed. | |
| void | EnqueueOrUpdateWork (FName WorkloadName, FBudgetSystemScriptWorkDelegate Fn=FBudgetSystemScriptWorkDelegate(), FName Key=NAME_None) |
| Enqueues or updates a piece of work for the given workload and object. Each Object can only enqueue a single piece of work for each workload/key for this to work. | |
| float | GetTimeSecondsLeftForWorkloadThisFrame (FName WorkloadName) const |
| How many seconds of budget are left in the current frame for the given workload? | |
| bool | HasAnyPendingWork (FName WorkloadName) const |
| Returns true if there is any work enqueued for the given workload. | |
| bool | IsInBudget (FName WorkloadName, float TimeLeftSecondsMin=0.000000) const |
| Returns true if there is time left for the given Workload in the current frame. | |
| void | EnqueueOrUpdateHighPriorityWork (FName WorkloadName, FBudgetSystemScriptWorkDelegate Fn=FBudgetSystemScriptWorkDelegate(), FName Key=NAME_None) |
| Enqueues or updates a piece of work for the given workload and object. Each Object can only enqueue a single piece of work for each workload/key for this to work. | |
| int | ProcessAllPendingWorkForContext (FName WorkloadName, const UObject ContextObject=nullptr) |
| Calls any pending work for the given context, for all Keys. If ContextObject is null everything of the given workload is processed. | |
| int | ProcessPendingWorkUntilBudgetIsReached (FName WorkloadName) |
| Executes enqueued work for the given workload as long as there is budget to do so. | |
| void | ReportWorkDone (FName WorkloadName, const UObject ContextObject, float SecondsSpentOnWorkload, int NumInvokes=1) |
| Report work being done for the given workload. Adds the time to the Workloads budget. | |
| 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 UBudgetSystem | Get () |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UEngineSubsystem | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UDynamicSubsystem | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from USubsystem | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| 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 |
| void EnqueueOrUpdateHighPriorityWork | ( | FName | WorkloadName, |
| FBudgetSystemScriptWorkDelegate | Fn = FBudgetSystemScriptWorkDelegate ( ), | ||
| FName | Key = NAME_None ) |
Enqueues or updates a piece of work for the given workload and object. Each Object can only enqueue a single piece of work for each workload/key for this to work.
| void EnqueueOrUpdateWork | ( | FName | WorkloadName, |
| FBudgetSystemScriptWorkDelegate | Fn = FBudgetSystemScriptWorkDelegate ( ), | ||
| FName | Key = NAME_None ) |
Enqueues or updates a piece of work for the given workload and object. Each Object can only enqueue a single piece of work for each workload/key for this to work.
Note: The given TFunction is only called if ContextObject is valid. No need to check it again.
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static |
| float GetTimeSecondsLeftForWorkloadThisFrame | ( | FName | WorkloadName | ) | const |
How many seconds of budget are left in the current frame for the given workload?
| bool HasAnyPendingWork | ( | FName | WorkloadName | ) | const |
Returns true if there is any work enqueued for the given workload.
| bool IsInBudget | ( | FName | WorkloadName, |
| float | TimeLeftSecondsMin = 0.000000 ) const |
Returns true if there is time left for the given Workload in the current frame.
| int ProcessAllPendingWork | ( | const UObject | ContextObject = nullptr | ) |
Executes enqueued work for all workloads for the given ContextObject. If that is null everything is processed.
Calls any pending work for the given context, for all Keys. If ContextObject is null everything of the given workload is processed.
| int ProcessPendingWorkUntilBudgetIsReached | ( | FName | WorkloadName | ) |
Executes enqueued work for the given workload as long as there is budget to do so.
Note: All workloads automatically do this at the end of the frame. Use this function if you want to trigger this behavior manually at a certain place in the code. This is useful if you want to have some tasks be processed immediately if possible.
| void ReportWorkDone | ( | FName | WorkloadName, |
| const UObject | ContextObject, | ||
| float | SecondsSpentOnWorkload, | ||
| int | NumInvokes = 1 ) |
Report work being done for the given workload. Adds the time to the Workloads budget.
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