G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UCharacterDefinition Class Reference

Public Member Functions

Functions
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
Public Member Functions inherited from UInventoryDefinition
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)
Public Member Functions inherited from UGothicObjectDefinition
FString GetNameAsString () const
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 UInventoryDefinition
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicObjectDefinition
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicBaseConfig
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AbilitySet
TSubclassOf< UGameplayEffect > m_AbilitiesEffect
TSubclassOf< UGameplayEffect > m_OnPlayerEffect
TSubclassOf< UGameplayEffect_Guild > m_InitialGuildEffect
Character
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
CharacterDefinition
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.
Visual
TSoftClassPtr< APouchActor > m_PouchActorClass
 The pouch actor class. Only loaded if the character has items in its pouch inventory.
Variables
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
Public Attributes inherited from UInventoryDefinition
FReplicatedInventoryMap m_Inventory
Public Attributes inherited from UGothicObjectDefinition
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.
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

Member Function Documentation

◆ GetHealthBarAttachToSocket()

FName GetHealthBarAttachToSocket ( ) const

◆ GetInitialAttributes()

const TArray< TSubclassOf< UAttributeSet > > & GetInitialAttributes ( ) const

◆ GetInitialValues()

const TMap< FString, float32 > & GetInitialValues ( ) const

◆ GetVisualEffectConfig()

UCueVisualConfig GetVisualEffectConfig ( FGameplayTag DebuffEffectTag) const

◆ IsPersistent()

bool IsPersistent ( ) const

◆ SetAttributeValue()

void SetAttributeValue ( FString attributePath,
float32 value,
TSubclassOf< UDifficultySettings > difficulty = nullptr )

attributePath must me something like 'AttributeSet_XXX.Attribute'

◆ SetAttributeValueForTag()

void SetAttributeValueForTag ( FString attributePath,
float32 value,
FGameplayTag gameplayTag,
TSubclassOf< UDifficultySettings > difficulty = nullptr )

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bHideHealthBar

bool bHideHealthBar

◆ bPersistent

bool bPersistent

@DE - Allow to enable or deactivate the character persistence. (Save game)

◆ HealthBarAttachToSocket

const FName HealthBarAttachToSocket

◆ InitialAttributes

const TArray<TSubclassOf<UAttributeSet> > InitialAttributes

◆ InitialValues

const TMap<FString,float32> InitialValues

◆ m_AbilitiesEffect

TSubclassOf<UGameplayEffect> m_AbilitiesEffect

◆ m_AIAbility

◆ m_Blood

◆ m_CameraConfig

TSubclassOf<UCameraDefinition> m_CameraConfig

◆ m_CanAttack

bool m_CanAttack

If a creature can attack then it needs the carryComponent to be able to carry the -weapon-.

◆ m_CharacterPreset

TSubclassOf<UPlayerPreset> m_CharacterPreset

◆ m_CharacterSizeGroup

FGameplayTag m_CharacterSizeGroup

◆ m_CharacterType

FGameplayTag m_CharacterType

, meta=(DeprecatedProperty, DeprecationMessage = "Use Species/Guild instead")

◆ m_CharacterVisualsDefinition

TSubclassOf<UArmorVisualsDefinition> m_CharacterVisualsDefinition

◆ m_CueData

◆ m_HealthBarAttachToSocket

FName m_HealthBarAttachToSocket

◆ m_HitSpaceParams

FHitSpaceParams m_HitSpaceParams

◆ m_InitialAttributes

TArray<TSubclassOf<UAttributeSet> > m_InitialAttributes

◆ m_InitialGuildEffect

TSubclassOf<UGameplayEffect_Guild> m_InitialGuildEffect

◆ m_InitialValues

TMap<FString,float32> m_InitialValues

◆ m_InitialValuesForDifficulties

TMap<TSubclassOf<UDifficultySettings>,FInitialAttributeValues> m_InitialValuesForDifficulties

◆ m_InitialValuesForTags

TMap<FGameplayTag,FInitialAttributeValues> m_InitialValuesForTags

◆ m_InventoryPreset

TSubclassOf<UInventoryPreset> m_InventoryPreset

UPROPERTY(ScriptReadWrite) FString m_MutableAsset;.

UPROPERTY(ScriptReadWrite) FString m_MutableAssetPath;

UPROPERTY(ScriptReadWrite) FString m_GTOAssetPath;

UPROPERTY(ScriptReadWrite) FString m_PreBakedSKsPath;

◆ m_KnownRecipes

◆ m_LightType

int m_LightType

◆ m_Mood

FGameplayTag m_Mood

◆ m_OnParriedDamageMultiplier

float32 m_OnParriedDamageMultiplier

◆ m_OnPlayerEffect

TSubclassOf<UGameplayEffect> m_OnPlayerEffect

◆ m_PerceptionSettings

TSubclassOf<UPerceptionAgentSettings> m_PerceptionSettings

How good can this character see, hear, etc?

◆ m_Personality

Initial personality the character should have.

◆ m_PickpocketTargetCharacterModifierSettings

FPickpocketTargetCharacterModifierSettings m_PickpocketTargetCharacterModifierSettings

Pickpocketing - target character modifier.

◆ m_PouchActorClass

TSoftClassPtr<APouchActor> m_PouchActorClass

The pouch actor class. Only loaded if the character has items in its pouch inventory.

◆ m_Skills

◆ m_Species

FGameplayTag m_Species

UPROPERTY(EditAnywhere, BlueprintReadWrite) bool bCanDieFromDefeated = false;.

◆ m_SuperArmorParams

FSuperArmorParams m_SuperArmorParams

◆ m_VoiceLinesOf

TArray<FVoiceTypeSubset> m_VoiceLinesOf

Include all generic voicelines of these voice actors (low indices have higher priority).