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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Allows to run queries about where space is available around a character. Checking for NavMesh border and other characters. This is not testing collisions, but the skeletal mesh box extents! Use static functions for single queries. Use StartTrackingCharacter() to debug draw available space. More...
Public Member Functions | |
Functions | |
| void | StopTrackingCharacter (const AGothicCharacter GothicCharacter) |
| void | StartTrackingCharacter (AGothicCharacter GothicCharacter, float32 TraceDistance, int TraceCount, bool bDebugDraw=false) |
| Add character to list that calculates available space as poly surface. Note: right now only used for debug drawing. | |
| 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 bool | CanMoveStraightToLocation (AGothicCharacter Character, FVector TestLocation, FVector &OutHitLocation, FVector CharacterExtentFactor=FVector(0.800000, 0.800000, 2.500000)) |
| Returns true if the given character can move to the location on NavMesh in a straight line without running into a character or leaving NavMesh. This checks characters skeletal mesh extents, not the collision capsule. | |
| static bool | TryFindSpreadOutLocationFromAllCharactersNearby (AGothicCharacter Character, float32 FindNearbyCharactersRadius, float32 WantedMoveDistance, float32 MinMoveDistance, FVector &OutLocation) |
| static bool | TryFindSpreadOutLocationWithinGroup (AGothicCharacter Character, TArray< AGothicCharacter > &Group, float32 WantedMoveDistance, float32 MinMoveDistance, FVector &OutLocation) |
| Returns true if found a location at at least MinMoveDistance, at max WantedMoveDistance away from Characters standing location. | |
| static UClass | StaticClass () |
| static UCharacterPersonalSpaceSubsystem | Get () |
| static bool | CanMoveStraightInDirection (const AGothicCharacter Character, FVector Direction, float32 Distance, FVector &OutHitLocation, FVector CharacterExtentFactor=FVector(0.800000, 0.800000, 2.500000)) |
| Returns true if the given character can move in direction by the given distance in a straight line without running into a character or leaving NavMesh. This checks characters skeletal mesh extents, not the collision capsule. | |
| Static Public Member Functions inherited from UTickableWorldSubsystem | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UWorldSubsystem | |
| 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 |
Allows to run queries about where space is available around a character. Checking for NavMesh border and other characters. This is not testing collisions, but the skeletal mesh box extents! Use static functions for single queries. Use StartTrackingCharacter() to debug draw available space.
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Returns true if the given character can move in direction by the given distance in a straight line without running into a character or leaving NavMesh. This checks characters skeletal mesh extents, not the collision capsule.
| OutHitLocation | NavMesh-projected location. Either where it got blocked or where trace ended. |
| CharacterExtentFactor | Multiplier for the box extents of characters |
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Returns true if the given character can move to the location on NavMesh in a straight line without running into a character or leaving NavMesh. This checks characters skeletal mesh extents, not the collision capsule.
| TestLocation | is NavMesh-projected |
| OutHitLocation | NavMesh-projected location. Either where it got blocked or where trace ended. |
| CharacterExtentFactor | Multiplier for the box extents of characters |
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| void StartTrackingCharacter | ( | AGothicCharacter | GothicCharacter, |
| float32 | TraceDistance, | ||
| int | TraceCount, | ||
| bool | bDebugDraw = false ) |
Add character to list that calculates available space as poly surface. Note: right now only used for debug drawing.
| TraceCount | Amount of rays that get shot from the character in a circle |
| bDebugDraw | Enable debug drawing for this character |
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| void StopTrackingCharacter | ( | const AGothicCharacter | GothicCharacter | ) |
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Returns true if found a location at at least MinMoveDistance, at max WantedMoveDistance away from Characters standing location.