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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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High-level AI state. These should be used to combine existing tasks to make up a new behavior. For example, one state could be "Do daily routine", another one could be "In Combat". More...
Public Member Functions | |
Functions | |
| UCharacterAIState | GetCurrentSubstate () const |
| Returns the substate we're waiting for right now. (If there is one). | |
| void | AddDynamicOwnedGameplayTagToOwner (FGameplayTag Tag) |
| Adds a new OwnedGameplayTag to the owner, but only if this AIState has not added one of these before. It's safe to call multiple times, it won't add more than 1 tag. The tags will be removed automatically once this state ends. | |
| void | AssessEventFromPerception (FRememberedPerception Perception, FPerceptionShortTermMemory Memory, FGameplayTag Assess) |
| Performs an AssessEvent from the given perception. | |
| void | DisplayImGui () |
| Override to call ImGui:: Functions that are shown in the AIStates debug tool. | |
| void | DisplayOverheadImGui () |
| Override to call ImGui:: Functions that are shown in Overhead box. | |
| void | DrawStateImGui () |
| Draws this states imgui panel, callable from script/BP. | |
| TArray< FName > | GetSimulationPreferredLocationLoop () const |
| Return an array with points that should be navigated to during daily routine simulation. Only required when the normal schedule waypoint is too far off. | |
| void | HandleStateEnded (EGenericTaskResult Result) |
| Called when this state has ended. (Not if the character got destroyed). | |
| void | OnAnyPerceptionReceived (AActor Instigator, FGameplayTag Tag) |
| Called when any perception event was triggered. | |
| void | OnGameplayTagEvent (const FGameplayTag Tag, FGameplayEventData EventData) |
| Called when our AbilitySystemComponent received an event with any tag that was put into GameplayTagEventSubscriptions. | |
| void | SetupPerceptions (UCharacterPerceptionComponent Perception) |
| Override this to setup the perception handlers for this state. | |
| bool | ShouldShowTaskInfoInImGui () |
| Override decide whether to show the imgui info of the base-class (currently awaited task, etc). | |
| int | CancelSubStatesOfClass (TSubclassOf< UCharacterAIState > Class) |
| Cancels all currently running tasks/substates of the given class. Returns the number of cancelled states. | |
| void | DebugDrawInWorld () const |
| Draws debug information in the world. Use outside PIE possible. | |
| FBox | EstimateMovementBoundingBox () const |
| How far will the character go during this state? | |
| AGothicCharacterState | GetCharacterState () const |
| Persistent state of this character. | |
| AGothicAIController | GetController () const |
| Controller this state belongs to. | |
| void | BindAssessmentToPerception (FPerceptionHandler &PerceptionHandler, FGameplayTag WhenGained=FGameplayTag ::Empty, FGameplayTag WhenLost=FGameplayTag ::Empty) |
| FVector | GetMoveGoalOffsetFor (const AActor TargetActor) const |
| When following us/going towards us, offset the goal location by the returned value. This is useful for e.g. combat formations, where multiple characters follow a leader. | |
| AGothicNPCState | GetNPCState () const |
| Persistent state of this character (If this is an NPC). | |
| AGothicCharacter | GetOther () const |
| Other character that is relevant to this state. (If Others contains more than one Character, the first one is returned). | |
| UCharacterAIState | GetParentState () const |
| Returns the state that started us as a substate. Nullptr if we are the root state. | |
| AGothicCharacter | GetSelf () const |
| Character this state belongs to. | |
| bool | IsInSubStateOfClass (TSubclassOf< UCharacterAIState > Class) |
| Returns true, if we're currently waiting for a substate of the given class. | |
| bool | IsSubStateOf (TSubclassOf< UCharacterAIState > Class) |
| Returns true, if we're currently being run by a parent state of the given class. | |
| bool | MayDoGracefulExitNow () const |
| Override and return true here for extra conditions on when a graceful exit is allowed. Note: Should be used in the states coroutine somewhere in conjunction with bShouldExitState. | |
| void | OnGracefulExitRequested () |
| Called from outside to signal that the state should gracefully end as soon as possible. This allows the proper animations to be played before switching to a different state. | |
| bool | PrefersGracefulExit () const |
| Override and return true here if this state should do a graceful exit instead of an immediate switch, if possible. Note: Just a hint to external code. | |
| void | RemoveDynamicOwnedGameplayTagFromOwner (FGameplayTag Tag) |
| Removes the given tag from the owner, as long as it has been added from this state's AddDynamicOwnedGameplayTagToOwner. This function will not touch Tags that were not added by this AIState. The tags will be removed automatically once this state ends. | |
| void | ResetWalkSpeed () |
| This task will no longer override the WalkSpeed but keeps subscription to WalkSpeedModifierComponent. | |
| void | RestartState () |
| Lets this state re-start its DoTask()-Coroutine. This can only be used on Script based AIStates! | |
| void | SetOther (AGothicCharacter Other) |
| Sets the other character that is relevant to this state. | |
| void | SetWalkSpeed (EWalkSpeed WalkSpeed) |
| Override WalkSpeed with the EGothicSpeedPriority::CharacterAIState while this task is alive or until user calls ResetWalkSpeed(). | |
| Public Member Functions inherited from UAbilityTaskCoroutine | |
| void | StopWaitingAndContinueTask () |
| Cancels any WaitSeconds/WaitTask/etc calls that were currently blocking the DoTask-Coroutine. | |
| const EGenericTaskResult & | WaitForFirstTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | WaitForLastTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | DoOneOf (float32 Weight1, FAbilityTaskExecutor Task1, float32 Weight2, FAbilityTaskExecutor Task2, float32 Weight3=0.0f, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), float32 Weight4=0.0f, FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), float32 Weight5=0.0f, FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), float32 Weight6=0.0f, FAbilityTaskExecutor Task6=FAbilityTaskExecutor(), float32 Weight7=0.0f, FAbilityTaskExecutor Task7=FAbilityTaskExecutor(), float32 Weight8=0.0f, FAbilityTaskExecutor Task8=FAbilityTaskExecutor()) |
| void | CancelAwaitedTaskAndEndAfterwards () |
| Cancels the task that is currently being executed by calling ExternalCancel on it. | |
| void | DoTask () |
| Override this in Script to define what should happen in this task! | |
| void | OnActivate () |
| Override this in Script to define what should happen when task is started. | |
| void | PerformAutoTimeskip () |
| Automatically executes the coroutine and requests timeskips on awaited tasks and timers. Override RequestTimeskip and call this to have this behavior for your task. | |
| const EGenericTaskResult & | WaitForTask (FAbilityTaskExecutor Task) |
| void | WaitForEvent (UObject Object, FName MulticastDelegateName) |
| Call from DoTask() - Waits until the given delegate on the given object is called. | |
| const EGenericTaskResult & | WaitForTask (UAbilityTaskGeneric Task) |
| Call from DoTask() - Runs the given task and pauses the function until the task has ended. | |
| const EGenericTaskResult & | WaitForTaskTimeLimited (float32 CancelAfterSeconds, UAbilityTaskGeneric Task) |
| Call from DoTask() - Runs the given task and pauses the function until the task has ended or the given time has passed. If the timer is reached, the task is cancelled. | |
| void | WaitOneTick () |
| Call from DoTask() - Pauses the function for one single tick and resumes execution in the next frame. | |
| void | WaitSeconds (float32 Seconds) |
| Call from DoTask() - Pauses the function for time specified and resumes execution after the given time passed. | |
| void | WaitUntil (float32 WorldTimeSeconds) |
| Call from DoTask() - Pauses the function until the world time (World.TimeSeconds) has reached the given time and resumes execution. | |
| Public Member Functions inherited from UAbilityTaskGeneric | |
| FInGameTime | GetInGameTimeNow () const |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| void | HandleAvatarChanged () |
| Called when the Character this state belongs to was spawned or despawned. | |
| void | OnExternalCancel () |
| Override to decide what should happen when your task got cancelled from outside. | |
| void | EndTaskAsCancelled () |
| Call this instead of EndTask() to signal the task was cancelled. | |
| void | EndTaskAsFailure () |
| Call this instead of EndTask() to signal the task having failed. | |
| void | EndTaskAsSuccess () |
| Call this instead of EndTask() to signal the task ending successfully. | |
| void | EndTaskWithResult (EGenericTaskResult Result) |
| Call this instead of EndTask() to signal the task having failed. | |
| AGothicAIController | GetAvatarAIController () const |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| AGothicCharacter | GetAvatarCharacter () const |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| AGothicCharacterState | GetAvatarCharacterState () const |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| AGothicNPCState | GetAvatarNPCState () const |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| APlayerController | GetAvatarPlayerController () const |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| void | ExternalCancel () |
| FInGameTime | GetRuntimeInGame () const |
| How long this task has been running for (in InGame-time). | |
| float32 | GetRuntimeSeconds () const |
| How long this task has been running for (in seconds). | |
| float32 | GetTimeRequestedToSkip () const |
| Returns how many seconds we're supposed to skip. | |
| void | HandleTimeskipRequest () |
| Let this task skip forward in time, ie. teleporting the Avatar to their destination or somewhere along the way or skipping animations. Use GetTimeRequestedToSkip() and ReportTimeSkipped(...) to get info on how much to skip and to notify if you were able to skip something. | |
| bool | HasBeenActivated () const |
| Returns true if ReadyForActivated has ever been called on this task. | |
| bool | HasTaskJustStarted (float32 ThresholdRealtimeSeconds=10.000000) const |
| Returns true if this task has not been running for long yet. For Dailyroutine-Tasks this can be used to check if the task was activated via the regular schedule or re-activated after the schedule was interrupted. | |
| bool | IsInDailyRoutineSimulation () const |
| Returns true, if this task is owned by an NPC that does DailyRoutine simulation (has no visuals) right now. | |
| bool | ReportTimeSkip (float32 SecondsThatWillBeSkipped) |
| Reports that this task is able to skip some of the requested time to skip and requests for permission to do so. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| bool | ReportTimeSkipWhateverIsLeft () |
| Reports that this task would run forever and can skip all the time that we have left. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| void | SetCustomPathfollowingSetting (FGothicPathfollowSettings PathfollowSetting) |
| When pathfollowing should behave different for this AIState, provide your own settings. | |
| Public Member Functions inherited from UAbilityTaskBase | |
| bool | IsFinished () const |
| bool | IsPaused () const |
| UAbilityTaskBase | DuplicateTask (UGameplayAbility ToAbility, UObject Outer=nullptr) |
| bool | IsDuplicateOf (const UAbilityTaskBase Other) const |
| Returns true if this task was created by duplicating the given one. | |
| void | MakeChildOf (UAbilityTaskBase OtherTask) |
| bool | IsActive () const |
| Public Member Functions inherited from UAngelscriptAbilityTask | |
| void | OnDestroy (bool bInOwnerFinished) |
| void | InitSimulatedTask (UGameplayTasksComponent InGameplayTasksComponent) |
| bool | IsWaitingOnAvatar () const |
| void | Activate () |
| bool | IsWaitingOnRemotePlayerdata () const |
| void | TickTask (float32 DeltaTimeSecs) |
| void | SetWaitingOnAvatar () |
| void | ClearWaitingOnAvatar () |
| void | ClearWaitingOnRemotePlayerData () |
| UGameplayAbility | BP_GetAbility (bool bInOwnerFinished) const |
| FGameplayAbilitySpecHandle | GetAbilitySpecHandle (bool bInOwnerFinished) const |
| UAbilitySystemComponent | GetAbilitySystemComponent () |
| bool | ShouldBroadcastAbilityTaskDelegates () const |
| bool | IsForRemoteClient () const |
| bool | IsLocallyControlled () const |
| bool | IsPredictingClient () const |
| UGameplayAbility | GetAbility () const |
| bool | GetIsPausable () |
| void | SetIsPausable (bool bNewState) |
| void | SetIsSimulatedTask (bool bNewState) |
| void | SetAbilitySystemComponent (UAbilitySystemComponent InAbilitySystemComponent) |
| void | SetIsTickingTask (bool bNewState) |
| void | SetWaitingOnRemotePlayerData () |
| bool | GetIsSimulatedTask () |
| bool | GetIsSimulating () |
| bool | GetIsTickingTask () |
| Public Member Functions inherited from UGameplayTask | |
| void | ReadyForActivation () |
| void | EndTask () |
| Called explicitly to end the task (usually by the task itself). Calls OnDestroy. Note:: you need to call EndTask before sending out any "on completed" delegates. If you don't the task will still be in an "active" state while the event receivers may assume it's already "finished". | |
| 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 UCharacterAIState | CreateFromClass (TSubclassOf< UCharacterAIState > Class, UGameplayAbility_CharacterAI OwningAI) |
| Instantiates an AIState from class, makes them easier to be used from script if all you have is a class! | |
| Static Public Member Functions inherited from UAbilityTaskCoroutine | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskGeneric | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAngelscriptAbilityTask | |
| static UClass | StaticClass () |
| static UAngelscriptAbilityTask | CreateAbilityTaskAndRunIt (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None) |
| This method will both create the task and call ReadyForActivation on it for you immediately. | |
| static UAngelscriptAbilityTask | CreateAbilityTask (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None, UObject Outer=nullptr) |
| If you create a task using this function from AS, you must start it manually using ReadyForActivation. This is useful if you want to set up properties on the task before you run it. | |
| Static Public Member Functions inherited from UAbilityTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
CharacterAIState | |
| FGameplayTagContainer | OwnedGameplayTags |
| Tags that are applied to the character while this state is active. | |
| bool | bShouldExitState |
| Can be set from outside to signal to this state that it should gracefully end as soon as possible. | |
| bool | bSupportsSimulatedSteps |
| TSubclassOf< UAIAssessmentResponseModule > | AssessmentModuleClass |
| How to react to certain perception events. | |
| UAIAssessmentResponseModule | AssessmentModule |
| Only populated when the character is spawned. Created from AssessmentModuleClass. | |
| TSubclassOf< UAIWorldEventExplicit > | WorldEventToActivate |
| If set, this will start/end the given AIWorldEvent while the state is active. | |
| FName | IdleFocusSpotName |
| Spot to look at while this AiState is active and the character is standing around. | |
| FGameplayTagContainer | GameplayTagEventSubscriptions |
| Defines which gameplay events will cause OnGameplayTagEvent() to be called. | |
| TArray< AGothicCharacter > | Others |
| List of other characters that are relevant to this state. | |
Variables | |
| const AGothicCharacterState | CharacterState |
| Persistent state of this character. | |
| const AGothicAIController | Controller |
| Controller this state belongs to. | |
| const UCharacterAIState | CurrentSubstate |
| Returns the substate we're waiting for right now. (If there is one). | |
| const AGothicNPCState | NPCState |
| Persistent state of this character (If this is an NPC). | |
| AGothicCharacter | Other |
| Other character that is relevant to this state. (If Others contains more than one Character, the first one is returned). | |
| const UCharacterAIState | ParentState |
| Returns the state that started us as a substate. Nullptr if we are the root state. | |
| const AGothicCharacter | Self |
| Character this state belongs to. | |
| const TArray< FName > | SimulationPreferredLocationLoop |
| Public Attributes inherited from UAbilityTaskCoroutine | |
| bool | bIsHighPriorityBudget |
| If true, will enqueue this task into the HighPriority budget system queue. Can be changed dynamically at runtime to affect the next enqueue. | |
| FName | BudgetWorkload |
| If set, uses the BudgetSystem to continue execution after the coroutine was paused. Can be changed dynamically at runtime to affect the next enqueue. | |
| Public Attributes inherited from UAbilityTaskGeneric | |
| FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | OnTaskEnded |
| Task ended (always called, no matter what the result is). | |
| EGenericTaskResult | TaskResult |
| Use EndTaskAsSuccess() or EndTaskAsFailure() or set this before calling EndTask() to signal the end result of this task. | |
| FInGameTime | TimeTaskActivated |
| Ingame time this task was activated. | |
| const AGothicCharacter | AvatarCharacter |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| const AGothicCharacterState | AvatarCharacterState |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| const AGothicAIController | AvatarAIController |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| const AGothicNPCState | AvatarNPCState |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| const APlayerController | AvatarPlayerController |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| const FInGameTime | InGameTimeNow |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| const FInGameTime | RuntimeInGame |
| How long this task has been running for (in InGame-time). | |
| const float32 | RuntimeSeconds |
| How long this task has been running for (in seconds). | |
| const float32 | TimeRequestedToSkip |
| Returns how many seconds we're supposed to skip. | |
| Public Attributes inherited from UAngelscriptAbilityTask | |
| const UGameplayAbility | Ability |
| GameplayAbility that created us. | |
| UAbilitySystemComponent | AbilitySystemComponent |
| const bool | IsSimulating |
| bool | IsPausable |
| bool | IsSimulatedTask |
| bool | IsTickingTask |
| 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 |
High-level AI state. These should be used to combine existing tasks to make up a new behavior. For example, one state could be "Do daily routine", another one could be "In Combat".
Each character can only be in one state at a time.
| void AddDynamicOwnedGameplayTagToOwner | ( | FGameplayTag | Tag | ) |
Adds a new OwnedGameplayTag to the owner, but only if this AIState has not added one of these before. It's safe to call multiple times, it won't add more than 1 tag. The tags will be removed automatically once this state ends.
| void AssessEventFromPerception | ( | FRememberedPerception | Perception, |
| FPerceptionShortTermMemory | Memory, | ||
| FGameplayTag | Assess ) |
Performs an AssessEvent from the given perception.
| void BindAssessmentToPerception | ( | FPerceptionHandler & | PerceptionHandler, |
| FGameplayTag | WhenGained = FGameplayTag :: Empty, | ||
| FGameplayTag | WhenLost = FGameplayTag :: Empty ) |
| int CancelSubStatesOfClass | ( | TSubclassOf< UCharacterAIState > | Class | ) |
Cancels all currently running tasks/substates of the given class. Returns the number of cancelled states.
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static |
Instantiates an AIState from class, makes them easier to be used from script if all you have is a class!
| void DebugDrawInWorld | ( | ) | const |
Draws debug information in the world. Use outside PIE possible.
| void DisplayImGui | ( | ) |
Override to call ImGui:: Functions that are shown in the AIStates debug tool.
| void DisplayOverheadImGui | ( | ) |
Override to call ImGui:: Functions that are shown in Overhead box.
| void DrawStateImGui | ( | ) |
Draws this states imgui panel, callable from script/BP.
| FBox EstimateMovementBoundingBox | ( | ) | const |
How far will the character go during this state?
| AGothicCharacterState GetCharacterState | ( | ) | const |
Persistent state of this character.
| AGothicAIController GetController | ( | ) | const |
Controller this state belongs to.
| UCharacterAIState GetCurrentSubstate | ( | ) | const |
Returns the substate we're waiting for right now. (If there is one).
When following us/going towards us, offset the goal location by the returned value. This is useful for e.g. combat formations, where multiple characters follow a leader.
| AGothicNPCState GetNPCState | ( | ) | const |
Persistent state of this character (If this is an NPC).
| AGothicCharacter GetOther | ( | ) | const |
Other character that is relevant to this state. (If Others contains more than one Character, the first one is returned).
| UCharacterAIState GetParentState | ( | ) | const |
Returns the state that started us as a substate. Nullptr if we are the root state.
| AGothicCharacter GetSelf | ( | ) | const |
Character this state belongs to.
Return an array with points that should be navigated to during daily routine simulation. Only required when the normal schedule waypoint is too far off.
| void HandleStateEnded | ( | EGenericTaskResult | Result | ) |
Called when this state has ended. (Not if the character got destroyed).
| bool IsInSubStateOfClass | ( | TSubclassOf< UCharacterAIState > | Class | ) |
Returns true, if we're currently waiting for a substate of the given class.
| bool IsSubStateOf | ( | TSubclassOf< UCharacterAIState > | Class | ) |
Returns true, if we're currently being run by a parent state of the given class.
| bool MayDoGracefulExitNow | ( | ) | const |
Override and return true here for extra conditions on when a graceful exit is allowed. Note: Should be used in the states coroutine somewhere in conjunction with bShouldExitState.
| void OnAnyPerceptionReceived | ( | AActor | Instigator, |
| FGameplayTag | Tag ) |
Called when any perception event was triggered.
| void OnGameplayTagEvent | ( | const FGameplayTag | Tag, |
| FGameplayEventData | EventData ) |
Called when our AbilitySystemComponent received an event with any tag that was put into GameplayTagEventSubscriptions.
| void OnGracefulExitRequested | ( | ) |
Called from outside to signal that the state should gracefully end as soon as possible. This allows the proper animations to be played before switching to a different state.
You may also want to prepare for a forced exit via ExternalCancel(), which should end this task immediately.
| bool PrefersGracefulExit | ( | ) | const |
Override and return true here if this state should do a graceful exit instead of an immediate switch, if possible. Note: Just a hint to external code.
| void RemoveDynamicOwnedGameplayTagFromOwner | ( | FGameplayTag | Tag | ) |
Removes the given tag from the owner, as long as it has been added from this state's AddDynamicOwnedGameplayTagToOwner. This function will not touch Tags that were not added by this AIState. The tags will be removed automatically once this state ends.
| void ResetWalkSpeed | ( | ) |
This task will no longer override the WalkSpeed but keeps subscription to WalkSpeedModifierComponent.
| void RestartState | ( | ) |
| void SetOther | ( | AGothicCharacter | Other | ) |
Sets the other character that is relevant to this state.
| void SetupPerceptions | ( | UCharacterPerceptionComponent | Perception | ) |
Override this to setup the perception handlers for this state.
| void SetWalkSpeed | ( | EWalkSpeed | WalkSpeed | ) |
Override WalkSpeed with the EGothicSpeedPriority::CharacterAIState while this task is alive or until user calls ResetWalkSpeed().
| bool ShouldShowTaskInfoInImGui | ( | ) |
Override decide whether to show the imgui info of the base-class (currently awaited task, etc).
|
static |
| UAIAssessmentResponseModule AssessmentModule |
Only populated when the character is spawned. Created from AssessmentModuleClass.
| TSubclassOf<UAIAssessmentResponseModule> AssessmentModuleClass |
How to react to certain perception events.
| bool bShouldExitState |
Can be set from outside to signal to this state that it should gracefully end as soon as possible.
| bool bSupportsSimulatedSteps |
| const AGothicCharacterState CharacterState |
Persistent state of this character.
| const AGothicAIController Controller |
Controller this state belongs to.
| const UCharacterAIState CurrentSubstate |
Returns the substate we're waiting for right now. (If there is one).
| FGameplayTagContainer GameplayTagEventSubscriptions |
Defines which gameplay events will cause OnGameplayTagEvent() to be called.
| FName IdleFocusSpotName |
Spot to look at while this AiState is active and the character is standing around.
| const AGothicNPCState NPCState |
Persistent state of this character (If this is an NPC).
| AGothicCharacter Other |
Other character that is relevant to this state. (If Others contains more than one Character, the first one is returned).
| TArray<AGothicCharacter> Others |
List of other characters that are relevant to this state.
| FGameplayTagContainer OwnedGameplayTags |
Tags that are applied to the character while this state is active.
| const UCharacterAIState ParentState |
Returns the state that started us as a substate. Nullptr if we are the root state.
| const AGothicCharacter Self |
Character this state belongs to.
| TSubclassOf<UAIWorldEventExplicit> WorldEventToActivate |
If set, this will start/end the given AIWorldEvent while the state is active.