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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Project-wide input settings for UI input actions. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Actions | |
| TArray< FUIInputAction > | InputActions |
| All UI input action mappings for the project. | |
AnalogCursor | |
| FCommonAnalogCursorSettings | AnalogCursorSettings |
General | |
| int | UIActionProcessingPriority |
| The input priority of the input components that process UI input actions. The lower the value, the higher the priority of the component. | |
| bool | bLinkCursorToGamepadFocus |
| True to have the mouse pointer automatically moved to the center of whatever widget is currently focused while using a gamepad. | |
| 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 |
Additional Inherited Members | |
| 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 |
Project-wide input settings for UI input actions.
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static |
| FCommonAnalogCursorSettings AnalogCursorSettings |
| bool bLinkCursorToGamepadFocus |
True to have the mouse pointer automatically moved to the center of whatever widget is currently focused while using a gamepad.
| TArray<FUIInputAction> InputActions |
All UI input action mappings for the project.
| int UIActionProcessingPriority |
The input priority of the input components that process UI input actions. The lower the value, the higher the priority of the component.
By default, this value is incredibly high to ensure UI action processing priority over game elements. Adjust as needed for the UI input components to be processed at the appropriate point in the input stack in your project.
NOTE: When the active input mode is ECommonInputMode::Menu, ALL input components with lower priority than this will be fully blocked. Thus, if any game agent input components are registered with higher priority than this, behavior will not match expectation.