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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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GameInstance: high-level manager object for an instance of the running game. Spawned at game creation and not destroyed until game instance is shut down. Running as a standalone game, there will be one of these. Running in PIE (play-in-editor) will generate one of these per PIE instance. More...
Public Member Functions | |
Functions | |
| ULocalPlayer | FindLocalPlayerFromControllerId (int ControllerId) const |
| ULocalPlayer | CreateLocalPlayer (int ControllerId, FString &OutError, bool bSpawnPlayerController) |
| ULocalPlayer | CreateLocalPlayer (FPlatformUserId UserId, FString &OutError, bool bSpawnPlayerController) |
| int | AddLocalPlayer (ULocalPlayer NewPlayer, FPlatformUserId UserId) |
| bool | RemoveLocalPlayer (ULocalPlayer ExistingPlayer) |
| int | GetNumLocalPlayers () const |
| ULocalPlayer | GetLocalPlayerByIndex (int Index) const |
| APlayerController | GetFirstLocalPlayerController (const UWorld World=nullptr) const |
| ULocalPlayer | CreateInitialPlayer (FString &OutError) |
| ULocalPlayer | FindLocalPlayerFromUniqueNetId (FUniqueNetIdRepl UniqueNetId) const |
| ULocalPlayer | GetFirstGamePlayer () const |
| void | HandleNetworkError (ENetworkFailure FailureType, bool bIsServer) |
| Opportunity for blueprints to handle network errors. | |
| void | HandleTravelError (ETravelFailure FailureType) |
| Opportunity for blueprints to handle travel errors. | |
| void | Init () |
| Opportunity for blueprints to handle the game instance being initialized. | |
| void | Shutdown () |
| Opportunity for blueprints to handle the game instance being shutdown. | |
| 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 | |
Variables | |
| FOnUserInputDeviceConnectionChange | OnInputDeviceConnectionChange |
| Callback for when an input device connection state has changed (a new gamepad was connected or disconnected). | |
| FOnUserInputDevicePairingChange | OnUserInputDevicePairingChange |
| Callback when an input device has changed pairings (the owning platform user has changed for that device). | |
| const int | NumLocalPlayers |
| const ULocalPlayer | FirstGamePlayer |
| FOnPawnControllerChanged | OnPawnControllerChangedDelegates |
| gets triggered shortly after a pawn's controller is set. Most of the time it signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once | |
| 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 |
GameInstance: high-level manager object for an instance of the running game. Spawned at game creation and not destroyed until game instance is shut down. Running as a standalone game, there will be one of these. Running in PIE (play-in-editor) will generate one of these per PIE instance.
| int AddLocalPlayer | ( | ULocalPlayer | NewPlayer, |
| FPlatformUserId | UserId ) |
| ULocalPlayer CreateInitialPlayer | ( | FString & | OutError | ) |
| ULocalPlayer CreateLocalPlayer | ( | FPlatformUserId | UserId, |
| FString & | OutError, | ||
| bool | bSpawnPlayerController ) |
| ULocalPlayer CreateLocalPlayer | ( | int | ControllerId, |
| FString & | OutError, | ||
| bool | bSpawnPlayerController ) |
| ULocalPlayer FindLocalPlayerFromControllerId | ( | int | ControllerId | ) | const |
| ULocalPlayer FindLocalPlayerFromUniqueNetId | ( | FUniqueNetIdRepl | UniqueNetId | ) | const |
| ULocalPlayer GetFirstGamePlayer | ( | ) | const |
| APlayerController GetFirstLocalPlayerController | ( | const UWorld | World = nullptr | ) | const |
| ULocalPlayer GetLocalPlayerByIndex | ( | int | Index | ) | const |
| int GetNumLocalPlayers | ( | ) | const |
| void HandleNetworkError | ( | ENetworkFailure | FailureType, |
| bool | bIsServer ) |
Opportunity for blueprints to handle network errors.
| void HandleTravelError | ( | ETravelFailure | FailureType | ) |
Opportunity for blueprints to handle travel errors.
| void Init | ( | ) |
Opportunity for blueprints to handle the game instance being initialized.
| bool RemoveLocalPlayer | ( | ULocalPlayer | ExistingPlayer | ) |
| void Shutdown | ( | ) |
Opportunity for blueprints to handle the game instance being shutdown.
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static |
| const ULocalPlayer FirstGamePlayer |
| const int NumLocalPlayers |
| FOnUserInputDeviceConnectionChange OnInputDeviceConnectionChange |
Callback for when an input device connection state has changed (a new gamepad was connected or disconnected).
| FOnPawnControllerChanged OnPawnControllerChangedDelegates |
gets triggered shortly after a pawn's controller is set. Most of the time it signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once
| FOnUserInputDevicePairingChange OnUserInputDevicePairingChange |
Callback when an input device has changed pairings (the owning platform user has changed for that device).