Characters that have this ability will have the ability to think for themselves!
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| AGothicCharacter | GetSelf () const |
| | Character this state belongs to.
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| UGothicAIGroup | GetGroupOfClass (TSubclassOf< UGothicAIGroup > GroupClass) const |
| UCharacterAIState | FindActiveStateByClass (TSubclassOf< UCharacterAIState > StateClass) const |
| UAIValueSet | SpawnedStorage (TSubclassOf< UAIValueSet > ValueSetClass) const |
| UAIValueSet | PermanentStorage (TSubclassOf< UAIValueSet > ValueSetClass) const |
| bool | AssessEvent (FGameplayTag AIEventTag, FRememberedPerception FromPerception) |
| | Call this from a PerceptionHandler (or somewhere else) when a certain event happened and you want the AI to react to that. Returns true, if a response was found and executed. False if no response was configured/wanted by the current AI state.
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| void | AssessEventFromPerception (FRememberedPerception Perception, FPerceptionShortTermMemory Memory, FGameplayTag Assess) |
| | Performs an AssessEvent from the given perception.
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| bool | AssessEventWithExtraTags (FGameplayTag AIEventTag, FRememberedPerception FromPerception, FGameplayTagContainer ExtraEventTags) |
| | Same as AssessEvent, but allows passing ExtraEventTags along with the Assessment.
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| int64 | EvaluateAssessmentConditions (int64 RequiredConditionBits, FGameplayTag ForEvent, FRememberedPerception ForPerception) |
| | Override this to evaluate the condition bits as requested in RequiredConditionBits for an incmming event assessment.
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| void | HandleKilledCharacter (AGothicCharacterState KilledCharacter, TSubclassOf< UWeaponDefinition > UsedWeapon, FGameplayTagContainer &OutAdditionalMemoryTags) |
| | Called when this character killed another character. Can be used to modify the death-memory event tags.
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| void | HandleRevivedInSimulation () |
| | Called when this NPC was revived during DailyRoutineSimulation.
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| void | SetupPerceptions (UCharacterPerceptionComponent Perception) |
| | Override this to setup the perception handlers for this Ability.
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| int | CancelAITasksOfClass (TSubclassOf< UAbilityTask_AI > Class) |
| | Cancels all currently running AI tasks (not states!) of the given class. Returns the number of cancelled tasks.
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| void | CancelAllExceptRootState () |
| | Cancels all currently running tasks/substates, except our current root state.
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| void | CancelAllStatesAndTasks () |
| | Cancel everything that us currently running. Leaves the AI without anything to do, also leaves all states.
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| void | CancelConversationStateAndDoDailyRoutine () |
| | Cancels the the ConversationState if active and does DailyRoutine if nothing else has been scheduled.
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| int | CancelStatesOfClass (TSubclassOf< UCharacterAIState > Class) |
| | Cancels all currently running tasks/substates of the given class. Returns the number of cancelled states.
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| UGothicAIGroup | CreateAndJoinGroup (TSubclassOf< UGothicAIGroup > GroupClass) |
| | If this npc is not already part of the given group, creates one, joins it and returns the newly created group. Otherwise the group we're already part of is returned.
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| void | EndAllStatesAndTasks () |
| | Force-end everything that us currently running. Leaves the AI without anything to do, also leaves all states.
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| UWeaponMeleeDefinition | FindBestMeleeWeapon () |
| UWeaponArcheryDefinition | FindBestRangedWeapon () |
| TSet< UGothicAIGroup > | FindGroupInCharactersAtLocation (TSubclassOf< UGothicAIGroup > GroupClass, FVector Location, float32 Radius) |
| | Returns all active kinds of the given group that are at the given location within the given radius.
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| TSet< UGothicAIGroup > | FindGroupInPerceivedCharacters (TSubclassOf< UGothicAIGroup > GroupClass) |
| | Returns all active kinds of the given group that are available among the perceived characters.
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| TArray< UAbilityTaskGeneric > | GetActiveTasksOfClass (TSubclassOf< UAbilityTaskGeneric > TaskClass) |
| | Returns all tasks of the given class that are currently active on the AI.
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| UCharacterAIState | GetCurrentRootState () const |
| | Returns the currently active state (bottom of the stack).
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| UCharacterAIState | GetCurrentState () const |
| | Returns the currently active state (top of the stack).
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| const UTerritoryConfig | GetCurrentTerritory () const |
| | Returns Config of Territory at the location this Character would be supposed to be at based on Daily Routine.
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| TSubclassOf< UTerritoryConfig > | GetCurrentTerritoryClass () const |
| | Returns Config of Territory at the location this Character would be supposed to be at based on Daily Routine.
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| UAIState_DailyRoutine | GetDailyRoutineIfActive () const |
| | Returns the daily routine state, if it's currently active. nullptr otherwise.
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| UAIState_DailyRoutine | GetDailyRoutineTemplate () const |
| | Returns the currently configured daily routine template, no matter whether the routine is active or now.
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| AActor | GetPersistentSelf () const |
| | Actor that is always available, even when the character is despawned (FIXME: Remove after the proxy-refactor).
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| const UCharacterAIState | GetScheduledDailyRoutineAIStateTemplate () const |
| | Returns the template of AIState that would be active if the DailyRoutine was running. Null if no daily routine exists.
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| void | BindAssessmentToPerception (FPerceptionHandler &PerceptionHandler, FGameplayTag WhenGained=FGameplayTag ::Empty, FGameplayTag WhenLost=FGameplayTag ::Empty) |
| AGothicCharacter | GetTargetEnemy () const |
| | Returns the currently targeted enemy character.
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| bool | HasCurrentTerritoryOfClass (TSubclassOf< UTerritoryConfig > TerritoryClass) |
| | Returns true if this Character currently belongs to the given territory.
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| bool | HasInPermanentStorage (TSubclassOf< UAIValueSet > ValueSetClass) const |
| | Returns true if the given ValueSet already exists in PermanentStorage.
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| bool | HasInSpawnedStorage (TSubclassOf< UAIValueSet > ValueSetClass) const |
| | Returns true if the given ValueSet already exists in SpawnedStorage.
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| bool | HasPendingScheduledState () const |
| | Returns true, if there is any pending AIState to be activated when the current state ends.
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| bool | IsDoingAITaskOfClass (TSubclassOf< UAbilityTask_AI > AITaskClass) const |
| | Returns true if the character is doing an AITask of the given class.
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| bool | IsDoingConversationState () const |
| | Whether this character is doing its conversation state right now (.
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| bool | IsDoingDailyRoutine () const |
| | Whether this character is doing its daily routine right now (.
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| bool | IsFocusedBy (AGothicCharacter Other) |
| | Returns true of the given other Character is focusing this NPC.
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| bool | IsInState (TSubclassOf< UCharacterAIState > StateClass) const |
| | Returns true if this character is currently doing the given state.
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| bool | IsUnconscious () const |
| | True while being defeated, frozen, etc.
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| void | JoinGroup (UGothicAIGroup Group) |
| | Joins the given group. The NPC must not be part of a group with the same class already!
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| void | LeaveAllGroups () |
| | Removes the NPC from all groups.
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| void | LeaveGroupsWithClass (TSubclassOf< UGothicAIGroup > GroupClass) |
| | Removes the NPC from all groups that are based on the given class.
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| void | ProcessAllPendingAssessments () |
| | Executes all pending assessment calls, ignoring any budgeting.
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| float32 | RateMeleeWeaponStrength (UWeaponMeleeDefinition Weapon) |
| float32 | RateRangedWeaponStrength (UWeaponArcheryDefinition Weapon) |
| void | RemoveFromPermanentStorage (TSubclassOf< UAIValueSet > ValueSetClass) |
| | Forcefully removes the given value set from PermanentStorage.
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| void | RemoveFromSpawnedStorage (TSubclassOf< UAIValueSet > ValueSetClass) |
| | Forcefully removes the given value set from SpawnedStorage.
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| bool | ResolveLocationByName (FName KnownLocationName, FVector &OutVector) const |
| | Looks up the location vector to the given name. The name could be any waypoint, freepoint, preferred location. If the Character doesn't "know" this location, it's assumed to be some freepoint or waypoint in the world.
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| void | SetTargetEnemy (AGothicCharacter EnemyActor, EGothicFocusPriority FocusPriority, UAbilityTaskGeneric TaskLifeAnchor=nullptr) |
| | Keeps the character oriented towards this character, if possible.
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| void | SetTargetEnemyComponent (USceneComponent EnemyActorComponent, EGothicFocusPriority FocusPriority, UAbilityTaskGeneric TaskLifeAnchor=nullptr, FName SocketName=NAME_None) |
| | Keeps the character oriented towards this Component, if possible. (Must be attached to an AGothicCharacter) @oaram FocusPriority Priority that the focus should have.
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| void | StopTargetingEnemy (EGothicFocusPriority FocusPriority) |
| | Stops targeting whatever we're currently targeting.
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| void | SwitchAIState (UCharacterAIState State, AGothicCharacter Other=nullptr) |
| | Switches to the given AI state. The current state will be given a chance to gracefully exit.
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| void | SwitchAIStateImmediately (UCharacterAIState State, AGothicCharacter Other=nullptr) |
| | Hard-cancels the current AI state and immediately switches to the given state. The currently active task will NOT be given a chance to perform any graceful exit.
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| void | SwitchAIStateImmediatelyToClass (TSubclassOf< UCharacterAIState > StateClass, AGothicCharacter Other=nullptr) |
| | Hard-cancels the current AI state and immediately creates and switches to the given state. The currently active task will NOT be given a chance to perform any graceful exit.
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| void | SwitchAIStateWithOthers (UCharacterAIState State, TArray< AGothicCharacter > Others) |
| | Switches to the given AI state. The current state will be given a chance to gracefully exit.
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| void | SwitchAIStateWithOthersImmediately (UCharacterAIState State, TArray< AGothicCharacter > Others) |
| | Hard-cancels the current AI state and immediately switches to the given state. The currently active task will NOT be given a chance to perform any graceful exit.
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| void | SwitchToConversationState () |
| | Switches to the ConversationState if no other states are currently active.
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| void | SwitchToDailyRoutine () |
| | Switches to the DailyRoutine if no other states are currently active.
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| void | SwitchToDailyRoutineIfNothingElseToDo () |
| | Switches to the DailyRoutine if no other states are currently active.
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| AGothicCharacter | GetCharacter () const |
| | Character this ability belongs to (If the owner is a character).
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| AGothicCharacterState | GetCharacterState () const |
| | Character State this ability belongs to.
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| AGothicNPCState | GetNPCState () const |
| | Character State this ability belongs to (If owner is an NPC).
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| AGothicAIController | GetAIController () const |
| | AIController if the owning character has one.
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| bool | Getm_bCanEverTick () const |
| void | TriggerEndOn (const FGameplayTag Tag) |
| | To be called in the constructor. Cancels this ability when an event with the given GameplayTag fires.
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| bool | Getm_ActivateAbilityOnGranted () const |
| void | Setm_ActivateAbilityOnGranted (bool Value) |
| bool | Getm_TickEnabled () const |
| void | Setm_TickEnabled (bool Value) |
| void | TriggerBeginOn (const FGameplayTag Tag, EGameplayAbilityTriggerSource TriggerSource=EGameplayAbilityTriggerSource ::GameplayEvent) |
| | To be called in the constructor. Lets this ability start when an event with the given GameplayTag fires.
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| void | Setm_bCanEverTick (bool Value) |
| bool | Getm_FinishOnInputReleased () const |
| void | Setm_FinishOnInputReleased (bool Value) |
| bool | Getm_OnlyPlayer () const |
| void | Setm_OnlyPlayer (bool Value) |
| UObject | GetSourceObject (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| void | MontageJumpToSection (FName SectionName) |
| | Immediately jumps the active montage to a section.
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| void | MontageStop (float32 OverrideBlendOutTime=- 1.000000) |
| | Stops the current animation montage.
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| void | MontageSetNextSectionName (FName FromSectionName, FName ToSectionName) |
| | Sets pending section on active montage.
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| UAnimMontage | GetCurrentMontage () const |
| | Returns the currently playing montage for this ability, if any.
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| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectSpecToTarget (const FGameplayEffectSpecHandle EffectSpecHandle, FGameplayAbilityTargetDataHandle TargetData) |
| | Apply a previously created gameplay effect spec to a target.
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| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectToTarget (FGameplayAbilityTargetDataHandle TargetData, TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| | Apply a gameplay effect to a Target.
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| void | RemoveGameplayEffectFromOwnerWithAssetTags (FGameplayTagContainer WithAssetTags, int StacksToRemove=- 1) |
| | Removes GameplayEffects from owner which match the given asset level tags.
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| void | RemoveGameplayEffectFromOwnerWithGrantedTags (FGameplayTagContainer WithGrantedTags, int StacksToRemove=- 1) |
| | Removes GameplayEffects from owner which grant the given tags.
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| void | RemoveGameplayEffectFromOwnerWithHandle (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1) |
| | Removes GameplayEffect from owner that match the given handle.
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| void | CancelTaskByInstanceName (FName InstanceName) |
| | Add any task with this instance name to a list to be canceled (not ended) next frame. See also EndTaskByInstanceName.
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| void | ConfirmTaskByInstanceName (FName InstanceName, bool bEndTask) |
| | Finds all currently active tasks named InstanceName and confirms them. What this means depends on the individual task. By default, this does nothing other than ending if bEndTask is true.
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| void | EndAbilityState (FName OptionalStateNameToEnd) |
| | Ends any active ability state task with the given name. If name is 'None' all active states will be ended (in an arbitrary order).
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| void | EndTaskByInstanceName (FName InstanceName) |
| | Add any task with this instance name to a list to be ended (not canceled) next frame. See also CancelTaskByInstanceName.
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| int | GetAbilityLevel () const |
| | Returns current level of the Ability.
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| int | GetAbilityLevel_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| | Returns current ability level for non instanced abilities. You must call this version in these contexts!
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| UAbilitySystemComponent | GetAbilitySystemComponentFromActorInfo () const |
| | Returns the AbilitySystemComponent that is activating this ability.
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| FGameplayAbilityActorInfo | GetActorInfo () const |
| | Returns the actor info associated with this ability, has cached pointers to useful objects.
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| AActor | GetAvatarActorFromActorInfo () const |
| | Returns the physical actor that is executing this ability. May be null.
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| FGameplayEffectContextHandle | GetContextFromOwner (FGameplayAbilityTargetDataHandle OptionalTargetData) const |
| | Generates a GameplayEffectContextHandle from our owner and an optional TargetData.
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| float32 | GetCooldownTimeRemaining () const |
| | Returns the time in seconds remaining on the currently active cooldown.
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| void | CommitExecute () |
| | BP event called from CommitAbility.
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| UObject | GetCurrentSourceObject () const |
| | Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities.
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| FGameplayEffectContextHandle | GetGrantedByEffectContext () const |
| | Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities.
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| AActor | GetOwningActorFromActorInfo () const |
| | Returns the actor that owns this ability, which may not have a physical location.
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| USkeletalMeshComponent | GetOwningComponentFromActorInfo () const |
| | Convenience method for abilities to get skeletal mesh component - useful for aiming abilities.
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| UObject | GetSourceObject_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| | Retrieves the SourceObject associated with this ability. Callable on non instanced.
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| void | InvalidateClientPredictionKey () const |
| | Invalidates the current prediction key. This should be used in cases where there is a valid prediction window, but the server is doing logic that only it can do, and afterwards performs an action that the client could predict (had the client been able to run the server-only code prior). This returns instantly and has no other side effects other than clearing the current prediction key.
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| bool | IsLocallyControlled () const |
| | True if the owning actor is locally controlled, true in single player.
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| void | ActivateAbility () |
| | The main function that defines what an ability does. -Child classes will want to override this -This function graph should call CommitAbility -This function graph should call EndAbility.
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| void | ActivateAbilityFromEvent (FGameplayEventData EventData) |
| void | AddGameplayCue (FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context, bool bRemoveOnAbilityEnd=true) |
| | Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends.
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| void | AddGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameter, bool bRemoveOnAbilityEnd=true) |
| | Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends.
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| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToOwner (const FGameplayEffectSpecHandle EffectSpecHandle) |
| | Apply a previously created gameplay effect spec to the owner of this ability.
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| FActiveGameplayEffectHandle | ApplyGameplayEffectToOwner (TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| | Apply a gameplay effect to the owner of this ability.
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| bool | CanActivateAbility (FGameplayAbilityActorInfo ActorInfo, const FGameplayAbilitySpecHandle Handle, FGameplayTagContainer &RelevantTags) const |
| | Returns true if this ability can be activated right now. Has no side effects.
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| void | CancelAbility () |
| | Call from Blueprint to cancel the ability naturally.
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| bool | CheckAbilityCooldown () |
| | Checks the ability's cooldown, but does not apply it.
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| bool | CheckAbilityCost () |
| | Checks the ability's cost, but does not apply it.
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| bool | CommitAbility () |
| | Attempts to commit the ability (spend resources, etc). This our last chance to fail. Child classes that override ActivateAbility must call this themselves!
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| bool | CommitAbilityCooldown (bool BroadcastCommitEvent=false, bool ForceCooldown=false) |
| | Attempts to commit the ability's cooldown only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for.
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| bool | CommitAbilityCost (bool BroadcastCommitEvent=false) |
| | Attempts to commit the ability's cost only. If BroadcastCommitEvent is true, it will broadcast the commit event that tasks like WaitAbilityCommit are listening for.
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| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerActor () |
| | Creates a target location from where the owner avatar is.
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| void | EndAbility () |
| | Call from blueprints to forcibly end the ability without canceling it. This will replicate the end ability to the client or server which can interrupt tasks.
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| void | EndAbilityLocally () |
| | Call from blueprints to end the ability naturally. This will only end predicted abilities locally, allowing it end naturally on the client or server.
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| void | ExecuteGameplayCue (FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) |
| | Invoke a gameplay cue on the ability owner.
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| void | ExecuteGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| | Invoke a gameplay cue on the ability owner, with extra parameters.
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| bool | HasAuthority () const |
| void | OnEndAbility (bool bWasCancelled) |
| | Blueprint event, will be called if an ability ends normally or abnormally.
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| void | RemoveGameplayCue (FGameplayTag GameplayCueTag) |
| | Removes a persistent gameplay cue from the ability owner.
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| bool | ShouldAbilityRespondToEvent (FGameplayAbilityActorInfo ActorInfo, FGameplayEventData Payload) const |
| | Returns true if this ability can be activated right now. Has no side effects.
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| FGameplayEffectSpecHandle | MakeOutgoingGameplayEffectSpec (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level=1.000000) const |
| | Convenience method for abilities to get outgoing gameplay effect specs (for example, to pass on to projectiles to apply to whoever they hit).
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| void | RemoveGrantedByEffect () |
| | Removes the GameplayEffect that granted this ability. Can only be called on instanced abilities.
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| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerSkeletalMeshComponent (FName SocketName) |
| | Creates a target location from a socket on the owner avatar's skeletal mesh.
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| void | SendGameplayEvent (FGameplayTag EventTag, FGameplayEventData Payload) |
| | Sends a gameplay event, also creates a prediction window.
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| void | SetCanBeCanceled (bool bCanBeCanceled) |
| | Sets whether the ability should ignore cancel requests. Only valid on instanced abilities.
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| void | SetShouldBlockOtherAbilities (bool bShouldBlockAbilities) |
| | Sets rather ability block flags are enabled or disabled. Only valid on instanced abilities.
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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 |
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| TSubclassOf< UAIAssessmentResponseModule > | AssessmentModuleClass |
| | How to react to certain perception events. Bottom-Level priority.
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| TSubclassOf< UCharacterAIState > | ConversationAIStateClass |
| | AIState to be in during conversations.
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| TSubclassOf< UAIState_SelfConversation > | SelfConversationAIStateClass |
| | AIState to be in during conversations without any partner.
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| TSubclassOf< UCharacterAIState > | AfterDefeatedAIStateClass |
| | AIState to do after standing up from being defeated.
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| TSubclassOf< UCharacterAIState > | DefeatedAIStateClass |
| | AIState to enter when being defeated.
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| TSubclassOf< UCharacterAIState > | ControlledAIStateClass |
| | AIState to do when being controlled via spell.
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| TSubclassOf< UCharacterAIState > | FoundSomeoneInMyBedAIStateClass |
| | AIState to be done after finding someone in this NPCs bed during the night.
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| TSubclassOf< UCharacterAIState > | InterruptedSomeoneWaitingAIStateClass |
| | AIState to be done after finding someone sitting on a chair in a forbidden area why using skip-time.
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| TArray< UCharacterAIState > | CurrentStateStack |
| | Current state the AI is in. Each Character can be only in one main state at a time!
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| TSet< UAbilityTask_AI > | ActiveAITasks |
| | All AITasks that are currently running on this AI-Ability.
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| UCharacterAIState | ScheduledNextState |
| | State that should be activated after the CurrentState has exited.
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| TSubclassOf< UAIAssessmentResponseModule > | HighPriorityAssessmentModuleClass |
| | How to react to certain perception events. Top-Level priority. (Overrides all AIStates, Dailyroutine, base layer).
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| TSubclassOf< UAIState_DailyRoutine > | InitialDailyRoutineClass |
| | Daily routine to start with if none was specified in the character state.
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| TMap< TSubclassOf< UGothicAIGroup >, UGothicAIGroup > | JoinedGroups |
| TMap< TSubclassOf< UAIValueSet >, TSubclassOf< UAIValueSet > > | AIValueSetRemap |
| | Class remapping for AIValueSets.
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| const UAIState_DailyRoutine | DailyRoutineTemplate |
| | Returns the currently configured daily routine template, no matter whether the routine is active or now.
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| const UCharacterAIState | CurrentState |
| | Returns the currently active state (top of the stack).
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| const UTerritoryConfig | CurrentTerritory |
| | Returns Config of Territory at the location this Character would be supposed to be at based on Daily Routine.
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| const TSubclassOf< UTerritoryConfig > | CurrentTerritoryClass |
| | Returns Config of Territory at the location this Character would be supposed to be at based on Daily Routine.
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| const UAIState_DailyRoutine | DailyRoutineIfActive |
| | Returns the daily routine state, if it's currently active. nullptr otherwise.
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| const UCharacterAIState | CurrentRootState |
| | Returns the currently active state (bottom of the stack).
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| const AActor | PersistentSelf |
| | Actor that is always available, even when the character is despawned (FIXME: Remove after the proxy-refactor).
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| const UCharacterAIState | ScheduledDailyRoutineAIStateTemplate |
| | Returns the template of AIState that would be active if the DailyRoutine was running. Null if no daily routine exists.
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| const AGothicCharacter | Self |
| | Character this state belongs to.
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| const AGothicCharacter | TargetEnemy |
| | Returns the currently targeted enemy character.
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| const AGothicCharacter | Character |
| | Character this ability belongs to (If the owner is a character).
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| const AGothicCharacterState | CharacterState |
| | Character State this ability belongs to.
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| const AGothicNPCState | NPCState |
| | Character State this ability belongs to (If owner is an NPC).
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| const AGothicAIController | AIController |
| | AIController if the owning character has one.
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| FGameplayTagContainer | m_AssetPreloadContext |
| | Tags to include in AssetPreload context.
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| int | m_MaxActiveCount |
| | How often can this ability be activated on an actor (in parallel).
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| int | m_LoadAssetsPriority |
| bool | bServerRespectsRemoteAbilityCancellation |
| | If this is set, the server-side version of the ability can be canceled by the client-side version. The client-side version can always be canceled by the server.
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| EGameplayAbilityNetExecutionPolicy | NetExecutionPolicy |
| | How does an ability execute on the network. Does a client "ask and predict", "ask and wait", "don't ask (just do it)".
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| EGameplayAbilityReplicationPolicy | ReplicationPolicy |
| | How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy.
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| bool | bRetriggerInstancedAbility |
| | if true, and trying to activate an already active instanced ability, end it and re-trigger it.
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| EGameplayAbilityNetSecurityPolicy | NetSecurityPolicy |
| | What protections does this ability have? Should the client be allowed to request changes to the execution of the ability?
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| EGameplayAbilityInstancingPolicy | InstancingPolicy |
| | How the ability is instanced when executed. This limits what an ability can do in its implementation.
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| TSubclassOf< UGameplayEffect > | CooldownGameplayEffectClass |
| | This GameplayEffect represents the cooldown. It will be applied when the ability is committed and the ability cannot be used again until it is expired.
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| TSubclassOf< UGameplayEffect > | CostGameplayEffectClass |
| | This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed.
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| bool | bReplicateInputDirectly |
| | If true, this ability will always replicate input press/release events to the server.
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| FGameplayTagContainer | SourceRequiredTags |
| | This ability can only be activated if the source actor/component has all of these tags.
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| FGameplayTagContainer | SourceBlockedTags |
| | This ability is blocked if the source actor/component has any of these tags.
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| FGameplayTagContainer | TargetRequiredTags |
| | This ability can only be activated if the target actor/component has all of these tags.
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| FGameplayTagContainer | TargetBlockedTags |
| | This ability is blocked if the target actor/component has any of these tags.
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| FGameplayTagContainer | CancelAbilitiesWithTag |
| | Abilities with these tags are cancelled when this ability is executed.
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| FGameplayTagContainer | AbilityTags |
| | This ability has these tags.
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| FGameplayTagContainer | ActivationBlockedTags |
| | This ability is blocked if the activating actor/component has any of these tags.
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| FGameplayTagContainer | BlockAbilitiesWithTag |
| | Abilities with these tags are blocked while this ability is active.
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| FGameplayTagContainer | ActivationOwnedTags |
| | Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals.
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| FGameplayTagContainer | ActivationRequiredTags |
| | This ability can only be activated if the activating actor/component has all of these tags.
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| TArray< FAbilityTriggerData > | AbilityTriggers |
| | Triggers to determine if this ability should execute in response to an event.
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| const UAnimMontage | CurrentMontage |
| | Active montage being played by this ability.
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| const UObject | CurrentSourceObject |
| | Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities.
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| const AActor | OwningActorFromActorInfo |
| | Returns the actor that owns this ability, which may not have a physical location.
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| const FGameplayEffectContextHandle | GrantedByEffectContext |
| | Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities.
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| FGameplayEventData | CurrentEventData |
| | Information specific to this instance of the ability, if it was activated by an event.
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| const FGameplayAbilityActorInfo | ActorInfo |
| | Returns the actor info associated with this ability, has cached pointers to useful objects.
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| bool | bMarkPendingKillOnAbilityEnd |
| const UAbilitySystemComponent | AbilitySystemComponentFromActorInfo |
| | Returns the AbilitySystemComponent that is activating this ability.
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| const float32 | CooldownTimeRemaining |
| | Returns the time in seconds remaining on the currently active cooldown.
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| const USkeletalMeshComponent | OwningComponentFromActorInfo |
| | Convenience method for abilities to get skeletal mesh component - useful for aiming abilities.
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| const int | AbilityLevel |
| | Returns current level of the Ability.
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| const AActor | AvatarActorFromActorInfo |
| | Returns the physical actor that is executing this ability. May be null.
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| FGameplayAbilityActivationInfo | CurrentActivationInfo |
| | This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |