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| bool | IsAngryTowards (const AGothicCharacterState Other) const |
| | Returns true, we're supposed to be angry towards the given Character, e.g. because of their guild or species.
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| bool | DoesCrimeApplyForOther (const AGothicCharacterState Other, FGameplayTag Crime) const |
| | Returns true if we would pursue the given crime if commited by the given Other.
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| FRelationshipEvaluation | EvaluateRelationshipWith (const AGothicCharacterState Other) const |
| | Does a full relationship evaluation and returns all results.
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| TArray< AGothicCharacterState > | FindAllCharactersWithRelationshipAt (FVector QueryLocation, float32 QueryRadius, ERelationship Relationship) const |
| | Returns a list of all nearby characters (excluding the given one) that have the given relationship to "Me". Note: only considers Loaded characters.
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| TArray< AGothicCharacterState > | FindAllCharactersWithRelationshipInRadius (float32 QueryRadius, ERelationship Relationship) const |
| | Returns a list of all nearby characters (excluding the given one) that have the given relationship to "Me". Note: only considers Loaded characters.
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| TArray< UActivePersonalRelationshipModifier > | GetActiveModifersOfClass (TSubclassOf< UActivePersonalRelationshipModifier > ModifierClass) const |
| | Returns all active modifiers that match the given class.
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| float32 | GetBaseSeverityOfCrimeIfCommitedByOther (const AGothicCharacterState Other, FGameplayTag Crime) const |
| | Returns the severity of the given crime if it was committed by the given Other. (0 if crime is ignored).
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| ERelationshipHostility | GetHostilityTowards (const AGothicCharacterState Other) const |
| | How hostile are we against the given character?
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| ERelationship | GetRelationshipTowards (const AGothicCharacterState Other) const |
| | How friendly this Character is to the given Character.
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| ERelationshipRelativeRank | GetRelativeRankOf (const AGothicCharacterState Other) const |
| | How does the given characters social rank compare to ours?
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| UActivePersonalRelationshipModifier | AddActiveModifier (UActivePersonalRelationshipModifier ModifierTemplate) |
| | Adds a modifier to this character. The modifier will stay until it removes itself. Matching active modifiers (ie. same class, same character) will be discarded. See UActivePersonalRelationshipModifier::MatchesModifier.
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| bool | IsEnemyTowards (const AGothicCharacterState Other) const |
| | Returns true, we're supposed to be enemy towards the given Character, e.g. because of their guild or species.
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| bool | IsFriendlyTowards (const AGothicCharacterState Other) const |
| | Returns true, we're supposed to be friendly towards the given Character, e.g. because of their guild or species.
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| bool | IsHostileTowards (const AGothicCharacterState Other) const |
| | Returns true, we're supposed to be hostile towards the given Character, e.g. because of their guild or species.
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| bool | IsNeutralTowards (const AGothicCharacterState Other) const |
| | Returns true, we're supposed to be neutral towards the given Character, e.g. because of their guild or species.
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| bool | IsOfHigherRankTowards (const AGothicCharacterState Other) const |
| | Returns true, when our social rank is higher towards the given Character, e.g. because of their guild or species.
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| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
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| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
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| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
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| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
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| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
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| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
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| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
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| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
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| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
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| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
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| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
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| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
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| bool | IsActive () const |
| | Returns whether the component is active or not.
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| void | ToggleActive () |
| | Toggles the active state of the component.
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| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
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| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
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| void | Deactivate () |
| | Deactivates the SceneComponent.
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| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
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| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
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| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
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| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
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| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
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| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
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| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
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| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
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| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
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| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
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| 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.
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| 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.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Component that serves as API from the Character to the Relationship System.