G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UEngine Class Reference

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems. More...

Public Member Functions

Functions
void SetbSubtitlesForcedOff (bool Value)
 Flag for forcibly disabling subtitles even if you try to turn them back on they will be off.
void SetbCanBlueprintsTickByDefault (bool Value)
 Controls whether Blueprint subclasses of actors or components can tick by default.
void SetbOptimizeAnimBlueprintMemberVariableAccess (bool Value)
 Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM. This will force all anim blueprints to be recompiled.
void SetbAllowMultiThreadedAnimationUpdate (bool Value)
 Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads. This enables some extra checks in the anim blueprint compiler that will warn when unsafe operations are being attempted. This will force all anim blueprints to be recompiled.
void SetbSmoothFrameRate (bool Value)
 Whether to enable framerate smoothing.
void SetbUseFixedFrameRate (bool Value)
 Whether to use a fixed framerate.
void SetbSubtitlesEnabled (bool Value)
 Flag for completely disabling subtitles for localized sounds.
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 UObject
static UClass StaticClass ()

Public Attributes

Blueprints
int MaximumLoopIterationCount
 Script maximum loop iteration count used as a threshold to warn users about script execution runaway.
DefaultClasses
FSoftClassPath LevelScriptActorClassName
 Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting.
FSoftClassPath AssetManagerClassName
 Sets the class to spawn as the global AssetManager, configurable per game. If empty, it will not spawn one.
FSoftClassPath GameSingletonClassName
 Sets the class for a global object spawned at startup to handle game-specific data. If empty, it will not spawn one.
FSoftClassPath DefaultBlueprintBaseClassName
 Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis.
FSoftClassPath GameUserSettingsClassName
 Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay.
FSoftClassPath ConsoleClassName
 Sets the class to use for the game console summoned with ~.
FSoftClassPath GameViewportClientClassName
 Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior.
FSoftClassPath LocalPlayerClassName
 Sets the class to use for local players, which can be overridden to store game-specific information for a local player.
FSoftClassPath WorldSettingsClassName
 Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world.
FSoftClassPath PhysicsCollisionHandlerClassName
 Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics.
DefaultMaterials
FSoftObjectPath PreviewShadowsIndicatorMaterialName
 Path of the material that renders a message about preview shadows being used.
FSoftObjectPath DefaultDestructiblePhysMaterialName
 Path of the PhysicalMaterial to use if none is defined for a particular object.
Fonts
FSoftObjectPath LargeFontName
 Sets the font used for large engine text.
FSoftObjectPath MediumFontName
 Sets the font used for medium engine text.
FSoftObjectPath TinyFontName
 Sets the font used for the smallest engine text.
FSoftObjectPath SubtitleFontName
 Sets the font used by the default Subtitle Manager.
TArray< FString > AdditionalFontNames
 Sets additional fonts that will be loaded at startup and available using GetAdditionalFont.
FSoftObjectPath SmallFontName
 Sets the font used for small engine text, used for most debug displays.
Framerate
FSoftClassPath CustomTimeStepClassName
 Override how the Engine process the Framerate/Timestep. This class will be responsible of updating the application Time and DeltaTime. Can be used to synchronize the engine with another process (gen-lock).
float32 FixedFrameRate
 The fixed framerate to use.
FFloatRange SmoothedFrameRateRange
 Range of framerates in which smoothing will kick in.
float32 MinDesiredFrameRate
 Minimum desired framerate setting, below this frame rate visual detail may be lowered.
PerQualityLevelProperty
bool UseGrassVarityPerQualityLevels
bool UseSkeletalMeshMinLODPerQualityLevels
bool UseStaticMeshMinLODPerQualityLevels
Screenshots
FDirectoryPath GameScreenshotSaveDirectory
 The save directory for newly created screenshots.
Settings
float32 NearClipPlane
 The distance of the camera's near clipping plane.
Timecode
FFrameRate GenerateDefaultTimecodeFrameRate
 When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames).
bool bGenerateDefaultTimecode
 Generate a default timecode from the computer clock when there is no timecode provider. On desktop, the system time will be used and will behave as if a USystemTimecodeProvider was set. On console, the high performance clock will be used. That may introduce drift over time. If you wish to use the system time on console, set the timecode provider to USystemeTimecodeProvider.
FSoftClassPath TimecodeProviderClassName
 Set TimecodeProvider when the engine is started.
float32 GenerateDefaultTimecodeFrameDelay
 Number of frames to subtract from generated default timecode.
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

Detailed Description

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.

Member Function Documentation

◆ SetbAllowMultiThreadedAnimationUpdate()

void SetbAllowMultiThreadedAnimationUpdate ( bool Value)

Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads. This enables some extra checks in the anim blueprint compiler that will warn when unsafe operations are being attempted. This will force all anim blueprints to be recompiled.

◆ SetbCanBlueprintsTickByDefault()

void SetbCanBlueprintsTickByDefault ( bool Value)

Controls whether Blueprint subclasses of actors or components can tick by default.

Blueprints that derive from native C++ classes that have bCanEverTick=true will always be able to tick Blueprints that derive from exactly AActor or UActorComponent will always be able to tick Otherwise, they can tick as long as the parent doesn't have meta=(ChildCannotTick) and either bCanBlueprintsTickByDefault is true or the parent has meta=(ChildCanTick)

◆ SetbOptimizeAnimBlueprintMemberVariableAccess()

void SetbOptimizeAnimBlueprintMemberVariableAccess ( bool Value)

Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM. This will force all anim blueprints to be recompiled.

◆ SetbSmoothFrameRate()

void SetbSmoothFrameRate ( bool Value)

Whether to enable framerate smoothing.

◆ SetbSubtitlesEnabled()

void SetbSubtitlesEnabled ( bool Value)

Flag for completely disabling subtitles for localized sounds.

◆ SetbSubtitlesForcedOff()

void SetbSubtitlesForcedOff ( bool Value)

Flag for forcibly disabling subtitles even if you try to turn them back on they will be off.

◆ SetbUseFixedFrameRate()

void SetbUseFixedFrameRate ( bool Value)

Whether to use a fixed framerate.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AdditionalFontNames

TArray<FString> AdditionalFontNames

Sets additional fonts that will be loaded at startup and available using GetAdditionalFont.

◆ AssetManagerClassName

FSoftClassPath AssetManagerClassName

Sets the class to spawn as the global AssetManager, configurable per game. If empty, it will not spawn one.

◆ bGenerateDefaultTimecode

bool bGenerateDefaultTimecode

Generate a default timecode from the computer clock when there is no timecode provider. On desktop, the system time will be used and will behave as if a USystemTimecodeProvider was set. On console, the high performance clock will be used. That may introduce drift over time. If you wish to use the system time on console, set the timecode provider to USystemeTimecodeProvider.

◆ ConsoleClassName

FSoftClassPath ConsoleClassName

Sets the class to use for the game console summoned with ~.

◆ CustomTimeStepClassName

FSoftClassPath CustomTimeStepClassName

Override how the Engine process the Framerate/Timestep. This class will be responsible of updating the application Time and DeltaTime. Can be used to synchronize the engine with another process (gen-lock).

◆ DefaultBlueprintBaseClassName

FSoftClassPath DefaultBlueprintBaseClassName

Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis.

◆ DefaultDestructiblePhysMaterialName

FSoftObjectPath DefaultDestructiblePhysMaterialName

Path of the PhysicalMaterial to use if none is defined for a particular object.

◆ FixedFrameRate

float32 FixedFrameRate

The fixed framerate to use.

◆ GameScreenshotSaveDirectory

FDirectoryPath GameScreenshotSaveDirectory

The save directory for newly created screenshots.

◆ GameSingletonClassName

FSoftClassPath GameSingletonClassName

Sets the class for a global object spawned at startup to handle game-specific data. If empty, it will not spawn one.

◆ GameUserSettingsClassName

FSoftClassPath GameUserSettingsClassName

Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay.

◆ GameViewportClientClassName

FSoftClassPath GameViewportClientClassName

Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior.

◆ GenerateDefaultTimecodeFrameDelay

float32 GenerateDefaultTimecodeFrameDelay

Number of frames to subtract from generated default timecode.

◆ GenerateDefaultTimecodeFrameRate

FFrameRate GenerateDefaultTimecodeFrameRate

When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames).

◆ LargeFontName

FSoftObjectPath LargeFontName

Sets the font used for large engine text.

◆ LevelScriptActorClassName

FSoftClassPath LevelScriptActorClassName

Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting.

◆ LocalPlayerClassName

FSoftClassPath LocalPlayerClassName

Sets the class to use for local players, which can be overridden to store game-specific information for a local player.

◆ MaximumLoopIterationCount

int MaximumLoopIterationCount

Script maximum loop iteration count used as a threshold to warn users about script execution runaway.

◆ MediumFontName

FSoftObjectPath MediumFontName

Sets the font used for medium engine text.

◆ MinDesiredFrameRate

float32 MinDesiredFrameRate

Minimum desired framerate setting, below this frame rate visual detail may be lowered.

◆ NearClipPlane

float32 NearClipPlane

The distance of the camera's near clipping plane.

◆ PhysicsCollisionHandlerClassName

FSoftClassPath PhysicsCollisionHandlerClassName

Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics.

◆ PreviewShadowsIndicatorMaterialName

FSoftObjectPath PreviewShadowsIndicatorMaterialName

Path of the material that renders a message about preview shadows being used.

◆ SmallFontName

FSoftObjectPath SmallFontName

Sets the font used for small engine text, used for most debug displays.

◆ SmoothedFrameRateRange

FFloatRange SmoothedFrameRateRange

Range of framerates in which smoothing will kick in.

◆ SubtitleFontName

FSoftObjectPath SubtitleFontName

Sets the font used by the default Subtitle Manager.

◆ TimecodeProviderClassName

FSoftClassPath TimecodeProviderClassName

Set TimecodeProvider when the engine is started.

◆ TinyFontName

FSoftObjectPath TinyFontName

Sets the font used for the smallest engine text.

◆ UseGrassVarityPerQualityLevels

bool UseGrassVarityPerQualityLevels

◆ UseSkeletalMeshMinLODPerQualityLevels

bool UseSkeletalMeshMinLODPerQualityLevels

◆ UseStaticMeshMinLODPerQualityLevels

bool UseStaticMeshMinLODPerQualityLevels

◆ WorldSettingsClassName

FSoftClassPath WorldSettingsClassName

Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world.