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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
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.
| 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 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)
| 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 SetbSmoothFrameRate | ( | bool | Value | ) |
Whether to enable framerate smoothing.
| void SetbSubtitlesEnabled | ( | bool | Value | ) |
Flag for completely disabling subtitles for localized sounds.
| void SetbSubtitlesForcedOff | ( | bool | Value | ) |
Flag for forcibly disabling subtitles even if you try to turn them back on they will be off.
| void SetbUseFixedFrameRate | ( | bool | Value | ) |
Whether to use a fixed framerate.
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static |
Sets additional fonts that will be loaded at startup and available using GetAdditionalFont.
| FSoftClassPath AssetManagerClassName |
Sets the class to spawn as the global AssetManager, configurable per game. If empty, it will not spawn one.
| 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 ConsoleClassName |
Sets the class to use for the game console summoned with ~.
| 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).
| FSoftClassPath DefaultBlueprintBaseClassName |
Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis.
| FSoftObjectPath DefaultDestructiblePhysMaterialName |
Path of the PhysicalMaterial to use if none is defined for a particular object.
| float32 FixedFrameRate |
The fixed framerate to use.
| FDirectoryPath GameScreenshotSaveDirectory |
The save directory for newly created screenshots.
| 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 GameUserSettingsClassName |
Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay.
| FSoftClassPath GameViewportClientClassName |
Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior.
| float32 GenerateDefaultTimecodeFrameDelay |
Number of frames to subtract from generated default 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).
| FSoftObjectPath LargeFontName |
Sets the font used for large engine text.
| FSoftClassPath LevelScriptActorClassName |
Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting.
| FSoftClassPath LocalPlayerClassName |
Sets the class to use for local players, which can be overridden to store game-specific information for a local player.
| int MaximumLoopIterationCount |
Script maximum loop iteration count used as a threshold to warn users about script execution runaway.
| FSoftObjectPath MediumFontName |
Sets the font used for medium engine text.
| float32 MinDesiredFrameRate |
Minimum desired framerate setting, below this frame rate visual detail may be lowered.
| float32 NearClipPlane |
The distance of the camera's near clipping plane.
| FSoftClassPath PhysicsCollisionHandlerClassName |
Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics.
| FSoftObjectPath PreviewShadowsIndicatorMaterialName |
Path of the material that renders a message about preview shadows being used.
| FSoftObjectPath SmallFontName |
Sets the font used for small engine text, used for most debug displays.
| FFloatRange SmoothedFrameRateRange |
Range of framerates in which smoothing will kick in.
| FSoftObjectPath SubtitleFontName |
Sets the font used by the default Subtitle Manager.
| FSoftClassPath TimecodeProviderClassName |
Set TimecodeProvider when the engine is started.
| FSoftObjectPath TinyFontName |
Sets the font used for the smallest engine text.
| bool UseGrassVarityPerQualityLevels |
| bool UseSkeletalMeshMinLODPerQualityLevels |
| bool UseStaticMeshMinLODPerQualityLevels |
| FSoftClassPath WorldSettingsClassName |
Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world.