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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Smalltalk control ability. More...
Public Member Functions | |
Functions | |
| bool | HasAnyoneBeenSpeakingRecently (float32 Seconds) const |
| Returns true if someone was telling any smalltalk sentence within the last couple seconds. (Including this character). | |
| FGameplayTag | ChooseNextSmalltalkTopic () const |
| Returns a tag for the next topic to talk about (might be the same as last sentence). | |
| TMap< FGameplayTag, float32 > | GatherOngoingTopicsAndWeights () const |
| Looks around for other people doing smalltalks and checks what they were talking about. Returns a map of Topic -> Random Weight. | |
| AGothicCharacter | GetAvatarCharacter () const |
| Owning character. | |
| UGenericVoicelineComponent | GetAvatarVoicelines () const |
| Access to the characters GenericVoicelineComponent. | |
| TSet< AGothicCharacter > | GetOtherSmalltalkParticipants () const |
| Find other characters who are also doing smalltalk with us right now. | |
| AGothicCharacter | GetRandomOtherSmalltalkParticipant () const |
| Get a random smalltalk participant that is not us. | |
| bool | CanSayAnySentenceNow () const |
| Whether this character is currently allowed to say anything. It could be forbidden because someone else is not finished talking, for example. | |
| bool | IsAnyOtherParticipantCurrentlySpeaking () const |
| Returns true if one of the other smalltalk participant is speaking right now. | |
| bool | IsHoldingMonolog () const |
| Returns true if the character said the recent sentences in a row. | |
| bool | IsSpeakingRightNow () const |
| Returns true if this character is speaking right now. | |
| bool | SayRandomSentence () |
| Lets the character say a random sentence, trying to match the topic. Returns true if a sentence was said. | |
| bool | TrySaySentence (FVoicelineAssignment Voiceline) |
| Lets the character say this sentence. Returns false, if this wasn't possible. | |
| Public Member Functions inherited from UGameplayAbilityBase | |
| 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. | |
| 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. | |
| void | Setm_bCanEverTick (bool Value) |
| bool | Getm_FinishOnInputReleased () const |
| void | Setm_FinishOnInputReleased (bool Value) |
| bool | Getm_OnlyPlayer () const |
| void | Setm_OnlyPlayer (bool Value) |
| Public Member Functions inherited from UGameplayAbility | |
| UObject | GetSourceObject (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| void | MontageJumpToSection (FName SectionName) |
| Immediately jumps the active montage to a section. | |
| void | MontageStop (float32 OverrideBlendOutTime=- 1.000000) |
| Stops the current animation montage. | |
| void | MontageSetNextSectionName (FName FromSectionName, FName ToSectionName) |
| Sets pending section on active montage. | |
| UAnimMontage | GetCurrentMontage () const |
| Returns the currently playing montage for this ability, if any. | |
| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectSpecToTarget (const FGameplayEffectSpecHandle EffectSpecHandle, FGameplayAbilityTargetDataHandle TargetData) |
| Apply a previously created gameplay effect spec to a target. | |
| TArray< FActiveGameplayEffectHandle > | ApplyGameplayEffectToTarget (FGameplayAbilityTargetDataHandle TargetData, TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| Apply a gameplay effect to a Target. | |
| void | RemoveGameplayEffectFromOwnerWithAssetTags (FGameplayTagContainer WithAssetTags, int StacksToRemove=- 1) |
| Removes GameplayEffects from owner which match the given asset level tags. | |
| void | RemoveGameplayEffectFromOwnerWithGrantedTags (FGameplayTagContainer WithGrantedTags, int StacksToRemove=- 1) |
| Removes GameplayEffects from owner which grant the given tags. | |
| void | RemoveGameplayEffectFromOwnerWithHandle (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1) |
| Removes GameplayEffect from owner that match the given handle. | |
| void | CancelTaskByInstanceName (FName InstanceName) |
| Add any task with this instance name to a list to be canceled (not ended) next frame. See also EndTaskByInstanceName. | |
| 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. | |
| 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). | |
| void | EndTaskByInstanceName (FName InstanceName) |
| Add any task with this instance name to a list to be ended (not canceled) next frame. See also CancelTaskByInstanceName. | |
| int | GetAbilityLevel () const |
| Returns current level of the Ability. | |
| int | GetAbilityLevel_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| Returns current ability level for non instanced abilities. You must call this version in these contexts! | |
| UAbilitySystemComponent | GetAbilitySystemComponentFromActorInfo () const |
| Returns the AbilitySystemComponent that is activating this ability. | |
| FGameplayAbilityActorInfo | GetActorInfo () const |
| Returns the actor info associated with this ability, has cached pointers to useful objects. | |
| AActor | GetAvatarActorFromActorInfo () const |
| Returns the physical actor that is executing this ability. May be null. | |
| FGameplayEffectContextHandle | GetContextFromOwner (FGameplayAbilityTargetDataHandle OptionalTargetData) const |
| Generates a GameplayEffectContextHandle from our owner and an optional TargetData. | |
| float32 | GetCooldownTimeRemaining () const |
| Returns the time in seconds remaining on the currently active cooldown. | |
| void | CommitExecute () |
| BP event called from CommitAbility. | |
| UObject | GetCurrentSourceObject () const |
| Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities. | |
| FGameplayEffectContextHandle | GetGrantedByEffectContext () const |
| Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| AActor | GetOwningActorFromActorInfo () const |
| Returns the actor that owns this ability, which may not have a physical location. | |
| USkeletalMeshComponent | GetOwningComponentFromActorInfo () const |
| Convenience method for abilities to get skeletal mesh component - useful for aiming abilities. | |
| UObject | GetSourceObject_BP (FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo ActorInfo) const |
| Retrieves the SourceObject associated with this ability. Callable on non instanced. | |
| 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. | |
| bool | IsLocallyControlled () const |
| True if the owning actor is locally controlled, true in single player. | |
| 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. | |
| 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. | |
| void | AddGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameter, bool bRemoveOnAbilityEnd=true) |
| Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToOwner (const FGameplayEffectSpecHandle EffectSpecHandle) |
| Apply a previously created gameplay effect spec to the owner of this ability. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectToOwner (TSubclassOf< UGameplayEffect > GameplayEffectClass, int GameplayEffectLevel=1, int Stacks=1) |
| Apply a gameplay effect to the owner of this ability. | |
| bool | CanActivateAbility (FGameplayAbilityActorInfo ActorInfo, const FGameplayAbilitySpecHandle Handle, FGameplayTagContainer &RelevantTags) const |
| Returns true if this ability can be activated right now. Has no side effects. | |
| void | CancelAbility () |
| Call from Blueprint to cancel the ability naturally. | |
| bool | CheckAbilityCooldown () |
| Checks the ability's cooldown, but does not apply it. | |
| bool | CheckAbilityCost () |
| Checks the ability's cost, but does not apply it. | |
| 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! | |
| 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. | |
| 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. | |
| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerActor () |
| Creates a target location from where the owner avatar is. | |
| 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. | |
| 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. | |
| void | ExecuteGameplayCue (FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) |
| Invoke a gameplay cue on the ability owner. | |
| void | ExecuteGameplayCueWithParams (FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters) |
| Invoke a gameplay cue on the ability owner, with extra parameters. | |
| bool | HasAuthority () const |
| void | OnEndAbility (bool bWasCancelled) |
| Blueprint event, will be called if an ability ends normally or abnormally. | |
| void | RemoveGameplayCue (FGameplayTag GameplayCueTag) |
| Removes a persistent gameplay cue from the ability owner. | |
| bool | ShouldAbilityRespondToEvent (FGameplayAbilityActorInfo ActorInfo, FGameplayEventData Payload) const |
| Returns true if this ability can be activated right now. Has no side effects. | |
| 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). | |
| void | RemoveGrantedByEffect () |
| Removes the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| FGameplayAbilityTargetingLocationInfo | MakeTargetLocationInfoFromOwnerSkeletalMeshComponent (FName SocketName) |
| Creates a target location from a socket on the owner avatar's skeletal mesh. | |
| void | SendGameplayEvent (FGameplayTag EventTag, FGameplayEventData Payload) |
| Sends a gameplay event, also creates a prediction window. | |
| void | SetCanBeCanceled (bool bCanBeCanceled) |
| Sets whether the ability should ignore cancel requests. Only valid on instanced abilities. | |
| void | SetShouldBlockOtherAbilities (bool bShouldBlockAbilities) |
| Sets rather ability block flags are enabled or disabled. Only valid on instanced abilities. | |
| 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 UGameplayAbilityBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayAbility | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
GameplayAbilitySmalltalk | |
| float32 | MaxSmalltalkPartnerDistance |
| How far another person can be away from us to still be considered for smalltalking. | |
| float32 | MinSecondsBetweenSentences |
| How much time needs to pass between the last person saying something and a new sentence. | |
| float32 | SecondsBetweenSentencesVariance |
| Random variance of MinSecondsBetweenSentences. | |
| float32 | SecondsCooldownAfterFailedCheckTimerSetup |
| When trying to set up Timers for the next Smalltalk Check while a participant is still speaking, wait this many seconds to try again. | |
| TArray< ERelationship > | RequiredRelationship |
| Relationship we have to have with others to be able to do smalltalk with them. | |
| FGameplayTagContainer | AvailableSmalltalkTopics |
| FGameplayTagContainer | BlockSmalltalkForOwnedTags |
| If the character has one of these tags, it won't do smalltalk. | |
| FGameplayTagContainer | AllowSmalltalkForOwnedTags |
| If the character has one of these tags, it is allowed to do smalltalk (If it's not blocked). | |
| EPerceptionNoiseLoudness | TalkLoudness |
| Loudnes value that defines the maximum distance someone can hear the smalltalk. | |
| FGameplayTag | GreetingVoicelineTag |
| Voiceline to use for saying "hello" at the start of the conversation. | |
| float32 | CurrentTopicMultiplicator |
| Values that multiplicates with the weight of the current topic and Subtopic. This should cause the characters to stick with one topic for a couple of sentences. | |
| float32 | CurrentSubtopicMultiplicator |
| float32 | SubTopicImportance |
| int | MonologLimit |
| Maximum Amount of Voicelines the Character can talk in a row. | |
| float32 | MaxTopicAge |
| Maximum age for topics to get a higher weight when the next topic is choosen. | |
Variables | |
| const UGenericVoicelineComponent | AvatarVoicelines |
| Access to the characters GenericVoicelineComponent. | |
| const TSet< AGothicCharacter > | OtherSmalltalkParticipants |
| Find other characters who are also doing smalltalk with us right now. | |
| const AGothicCharacter | RandomOtherSmalltalkParticipant |
| Get a random smalltalk participant that is not us. | |
| const AGothicCharacter | AvatarCharacter |
| Owning character. | |
| Public Attributes inherited from UGameplayAbilityBase | |
| FGameplayTagContainer | m_AssetPreloadContext |
| Tags to include in AssetPreload context. | |
| int | m_MaxActiveCount |
| How often can this ability be activated on an actor (in parallel). | |
| int | m_LoadAssetsPriority |
| Public Attributes inherited from UGameplayAbility | |
| 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. | |
| 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)". | |
| EGameplayAbilityReplicationPolicy | ReplicationPolicy |
| How an ability replicates state/events to everyone on the network. Replication is not required for NetExecutionPolicy. | |
| bool | bRetriggerInstancedAbility |
| if true, and trying to activate an already active instanced ability, end it and re-trigger it. | |
| EGameplayAbilityNetSecurityPolicy | NetSecurityPolicy |
| What protections does this ability have? Should the client be allowed to request changes to the execution of the ability? | |
| EGameplayAbilityInstancingPolicy | InstancingPolicy |
| How the ability is instanced when executed. This limits what an ability can do in its implementation. | |
| 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. | |
| TSubclassOf< UGameplayEffect > | CostGameplayEffectClass |
| This GameplayEffect represents the cost (mana, stamina, etc) of the ability. It will be applied when the ability is committed. | |
| bool | bReplicateInputDirectly |
| If true, this ability will always replicate input press/release events to the server. | |
| FGameplayTagContainer | SourceRequiredTags |
| This ability can only be activated if the source actor/component has all of these tags. | |
| FGameplayTagContainer | SourceBlockedTags |
| This ability is blocked if the source actor/component has any of these tags. | |
| FGameplayTagContainer | TargetRequiredTags |
| This ability can only be activated if the target actor/component has all of these tags. | |
| FGameplayTagContainer | TargetBlockedTags |
| This ability is blocked if the target actor/component has any of these tags. | |
| FGameplayTagContainer | CancelAbilitiesWithTag |
| Abilities with these tags are cancelled when this ability is executed. | |
| FGameplayTagContainer | AbilityTags |
| This ability has these tags. | |
| FGameplayTagContainer | ActivationBlockedTags |
| This ability is blocked if the activating actor/component has any of these tags. | |
| FGameplayTagContainer | BlockAbilitiesWithTag |
| Abilities with these tags are blocked while this ability is active. | |
| FGameplayTagContainer | ActivationOwnedTags |
| Tags to apply to activating owner while this ability is active. These are replicated if ReplicateActivationOwnedTags is enabled in AbilitySystemGlobals. | |
| FGameplayTagContainer | ActivationRequiredTags |
| This ability can only be activated if the activating actor/component has all of these tags. | |
| TArray< FAbilityTriggerData > | AbilityTriggers |
| Triggers to determine if this ability should execute in response to an event. | |
| const UAnimMontage | CurrentMontage |
| Active montage being played by this ability. | |
| const UObject | CurrentSourceObject |
| Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities. | |
| const AActor | OwningActorFromActorInfo |
| Returns the actor that owns this ability, which may not have a physical location. | |
| const FGameplayEffectContextHandle | GrantedByEffectContext |
| Retrieves the EffectContext of the GameplayEffect that granted this ability. Can only be called on instanced abilities. | |
| FGameplayEventData | CurrentEventData |
| Information specific to this instance of the ability, if it was activated by an event. | |
| const FGameplayAbilityActorInfo | ActorInfo |
| Returns the actor info associated with this ability, has cached pointers to useful objects. | |
| bool | bMarkPendingKillOnAbilityEnd |
| const UAbilitySystemComponent | AbilitySystemComponentFromActorInfo |
| Returns the AbilitySystemComponent that is activating this ability. | |
| const float32 | CooldownTimeRemaining |
| Returns the time in seconds remaining on the currently active cooldown. | |
| const USkeletalMeshComponent | OwningComponentFromActorInfo |
| Convenience method for abilities to get skeletal mesh component - useful for aiming abilities. | |
| const int | AbilityLevel |
| Returns current level of the Ability. | |
| const AActor | AvatarActorFromActorInfo |
| Returns the physical actor that is executing this ability. May be null. | |
| FGameplayAbilityActivationInfo | CurrentActivationInfo |
| This is information specific to this instance of the ability. E.g, whether it is predicting, authoring, confirmed, etc. | |
| 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 |
Smalltalk control ability.
Flow of how smalltalk works:
| bool CanSayAnySentenceNow | ( | ) | const |
Whether this character is currently allowed to say anything. It could be forbidden because someone else is not finished talking, for example.
| FGameplayTag ChooseNextSmalltalkTopic | ( | ) | const |
Returns a tag for the next topic to talk about (might be the same as last sentence).
| TMap< FGameplayTag, float32 > GatherOngoingTopicsAndWeights | ( | ) | const |
Looks around for other people doing smalltalks and checks what they were talking about. Returns a map of Topic -> Random Weight.
| AGothicCharacter GetAvatarCharacter | ( | ) | const |
Owning character.
| UGenericVoicelineComponent GetAvatarVoicelines | ( | ) | const |
Access to the characters GenericVoicelineComponent.
| TSet< AGothicCharacter > GetOtherSmalltalkParticipants | ( | ) | const |
Find other characters who are also doing smalltalk with us right now.
| AGothicCharacter GetRandomOtherSmalltalkParticipant | ( | ) | const |
Get a random smalltalk participant that is not us.
| bool HasAnyoneBeenSpeakingRecently | ( | float32 | Seconds | ) | const |
Returns true if someone was telling any smalltalk sentence within the last couple seconds. (Including this character).
| bool IsAnyOtherParticipantCurrentlySpeaking | ( | ) | const |
Returns true if one of the other smalltalk participant is speaking right now.
| bool IsHoldingMonolog | ( | ) | const |
Returns true if the character said the recent sentences in a row.
| bool IsSpeakingRightNow | ( | ) | const |
Returns true if this character is speaking right now.
| bool SayRandomSentence | ( | ) |
Lets the character say a random sentence, trying to match the topic. Returns true if a sentence was said.
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static |
| bool TrySaySentence | ( | FVoicelineAssignment | Voiceline | ) |
Lets the character say this sentence. Returns false, if this wasn't possible.
| FGameplayTagContainer AllowSmalltalkForOwnedTags |
If the character has one of these tags, it is allowed to do smalltalk (If it's not blocked).
| FGameplayTagContainer AvailableSmalltalkTopics |
| const AGothicCharacter AvatarCharacter |
Owning character.
| const UGenericVoicelineComponent AvatarVoicelines |
Access to the characters GenericVoicelineComponent.
| FGameplayTagContainer BlockSmalltalkForOwnedTags |
If the character has one of these tags, it won't do smalltalk.
| float32 CurrentSubtopicMultiplicator |
| float32 CurrentTopicMultiplicator |
Values that multiplicates with the weight of the current topic and Subtopic. This should cause the characters to stick with one topic for a couple of sentences.
| FGameplayTag GreetingVoicelineTag |
Voiceline to use for saying "hello" at the start of the conversation.
| float32 MaxSmalltalkPartnerDistance |
How far another person can be away from us to still be considered for smalltalking.
| float32 MaxTopicAge |
Maximum age for topics to get a higher weight when the next topic is choosen.
| float32 MinSecondsBetweenSentences |
How much time needs to pass between the last person saying something and a new sentence.
| int MonologLimit |
Maximum Amount of Voicelines the Character can talk in a row.
| const TSet<AGothicCharacter> OtherSmalltalkParticipants |
Find other characters who are also doing smalltalk with us right now.
| const AGothicCharacter RandomOtherSmalltalkParticipant |
Get a random smalltalk participant that is not us.
| TArray<ERelationship> RequiredRelationship |
Relationship we have to have with others to be able to do smalltalk with them.
| float32 SecondsBetweenSentencesVariance |
Random variance of MinSecondsBetweenSentences.
| float32 SecondsCooldownAfterFailedCheckTimerSetup |
When trying to set up Timers for the next Smalltalk Check while a participant is still speaking, wait this many seconds to try again.
| float32 SubTopicImportance |
| EPerceptionNoiseLoudness TalkLoudness |
Loudnes value that defines the maximum distance someone can hear the smalltalk.