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

This system allows event raisers and listeners to register for messages without having to know about each other directly, though they must agree on the format of the message (as a USTRUCT() type). More...

Static Public Member Functions

Static Functions
static UGameplayMessageSubsystem Get ()
static UClass StaticClass ()
Static Public Member Functions inherited from UGameInstanceSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from USubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

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
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

This system allows event raisers and listeners to register for messages without having to know about each other directly, though they must agree on the format of the message (as a USTRUCT() type).

You can get to the message router from the game instance: UGameInstance::GetSubsystem<UGameplayMessageSubsystem>(GameInstance) or directly from anything that has a route to a world: UGameplayMessageSubsystem::Get(WorldContextObject)

Note that call order when there are multiple listeners for the same channel is not guaranteed and can change over time!

Member Function Documentation

◆ Get()

UGameplayMessageSubsystem Get ( )
static

◆ StaticClass()

UClass StaticClass ( )
static