|
| const TArray< TSubclassOf< UAttributeSet > > & | GetInitialAttributes () const |
| const TMap< FString, float32 > & | GetInitialValues () const |
| UCueVisualConfig | GetVisualEffectConfig (FGameplayTag DebuffEffectTag) const |
| bool | IsPersistent () const |
| void | SetAttributeValue (FString attributePath, float32 value, TSubclassOf< UDifficultySettings > difficulty=nullptr) |
| | attributePath must me something like 'AttributeSet_XXX.Attribute'
|
| void | SetAttributeValueForTag (FString attributePath, float32 value, FGameplayTag gameplayTag, TSubclassOf< UDifficultySettings > difficulty=nullptr) |
| FName | GetHealthBarAttachToSocket () const |
| void | AddToInventoryWithPayload (TSubclassOf< UItemDefinition > Item, FItemPayload Payload, int Amount=1, EInventoryTypes InventoryType=EInventoryTypes ::MainContainer) |
| void | CreateInventory (EInventoryTypes InventoryType, FGameplayTagContainer ItemCategories, int Capacity=- 1, bool IsInfinite=false) |
| void | AddToInventory (TSubclassOf< UItemDefinition > Item, int Amount=1, EInventoryTypes InventoryType=EInventoryTypes ::MainContainer) |
| FString | GetNameAsString () const |
| 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 |
|
| TSubclassOf< UGameplayEffect > | m_AbilitiesEffect |
| TSubclassOf< UGameplayEffect > | m_OnPlayerEffect |
| TSubclassOf< UGameplayEffect_Guild > | m_InitialGuildEffect |
| FSuperArmorParams | m_SuperArmorParams |
| TMap< FGameplayTag, FInitialAttributeValues > | m_InitialValuesForTags |
| bool | bHideHealthBar |
| TArray< TSubclassOf< UAttributeSet > > | m_InitialAttributes |
| bool | bPersistent |
| | @DE - Allow to enable or deactivate the character persistence. (Save game)
|
| TMap< FGameplayTag, TSubclassOf< UCueVisualConfig > > | m_CueData |
| FHitSpaceParams | m_HitSpaceParams |
| float32 | m_OnParriedDamageMultiplier |
| bool | m_CanAttack |
| | If a creature can attack then it needs the carryComponent to be able to carry the -weapon-.
|
| TMap< TSubclassOf< UDifficultySettings >, FInitialAttributeValues > | m_InitialValuesForDifficulties |
| TMap< FString, float32 > | m_InitialValues |
| TSubclassOf< UPerceptionAgentSettings > | m_PerceptionSettings |
| | How good can this character see, hear, etc?
|
| TSubclassOf< UArmorVisualsDefinition > | m_CharacterVisualsDefinition |
| TArray< TSubclassOf< UItemRecipeDefinition > > | m_KnownRecipes |
| TArray< TSubclassOf< UScriptGameplayEffect > > | m_Skills |
| FPickpocketTargetCharacterModifierSettings | m_PickpocketTargetCharacterModifierSettings |
| | Pickpocketing - target character modifier.
|
| TSubclassOf< UPlayerPreset > | m_CharacterPreset |
| TSubclassOf< UInventoryPreset > | m_InventoryPreset |
| | UPROPERTY(ScriptReadWrite) FString m_MutableAsset;.
|
| TArray< FVoiceTypeSubset > | m_VoiceLinesOf |
| | Include all generic voicelines of these voice actors (low indices have higher priority).
|
| TSubclassOf< UGameplayAbility_CharacterAI > | m_AIAbility |
| TSubclassOf< UCameraDefinition > | m_CameraConfig |
| FGameplayTag | m_Mood |
| TSubclassOf< UCharacterBloodSettings > | m_Blood |
| FGameplayTag | m_Species |
| | UPROPERTY(EditAnywhere, BlueprintReadWrite) bool bCanDieFromDefeated = false;.
|
| TSubclassOf< UGothicCharacterPersonality > | m_Personality |
| | Initial personality the character should have.
|
| TSoftClassPtr< APouchActor > | m_PouchActorClass |
| | The pouch actor class. Only loaded if the character has items in its pouch inventory.
|
| FGameplayTag | m_CharacterType |
| | , meta=(DeprecatedProperty, DeprecationMessage = "Use Species/Guild instead")
|
| FName | m_HealthBarAttachToSocket |
| FGameplayTag | m_CharacterSizeGroup |
| int | m_LightType |
| const FName | HealthBarAttachToSocket |
| const TArray< TSubclassOf< UAttributeSet > > | InitialAttributes |
| const TMap< FString, float32 > | InitialValues |
| FReplicatedInventoryMap | m_Inventory |
| TSoftObjectPtr< UTexture2D > | m_Icon |
| FText | m_Description |
| FText | m_Name |
| const FString | NameAsString |
| FName | m_UniqueName |
| | Unique name is a unique name used for Gameplay system to uniquely identify and item or a character.
|
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |