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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Based on UAbilityTask_WaitGameplayEvent. More...
Public Member Functions | |
Functions | |
| UAbilitySystemComponent | GetTargetASC () |
| Access to the AbilitySystemComponent to use. If using an external target, this will be different from the character that owns this ability. | |
| Public Member Functions inherited from UAbilityTaskGeneric | |
| FInGameTime | GetInGameTimeNow () const |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| void | HandleAvatarChanged () |
| Called when the Character this state belongs to was spawned or despawned. | |
| void | OnExternalCancel () |
| Override to decide what should happen when your task got cancelled from outside. | |
| void | EndTaskAsCancelled () |
| Call this instead of EndTask() to signal the task was cancelled. | |
| void | EndTaskAsFailure () |
| Call this instead of EndTask() to signal the task having failed. | |
| void | EndTaskAsSuccess () |
| Call this instead of EndTask() to signal the task ending successfully. | |
| void | EndTaskWithResult (EGenericTaskResult Result) |
| Call this instead of EndTask() to signal the task having failed. | |
| AGothicAIController | GetAvatarAIController () const |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| AGothicCharacter | GetAvatarCharacter () const |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| AGothicCharacterState | GetAvatarCharacterState () const |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| AGothicNPCState | GetAvatarNPCState () const |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| APlayerController | GetAvatarPlayerController () const |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| void | ExternalCancel () |
| FInGameTime | GetRuntimeInGame () const |
| How long this task has been running for (in InGame-time). | |
| float32 | GetRuntimeSeconds () const |
| How long this task has been running for (in seconds). | |
| float32 | GetTimeRequestedToSkip () const |
| Returns how many seconds we're supposed to skip. | |
| void | HandleTimeskipRequest () |
| Let this task skip forward in time, ie. teleporting the Avatar to their destination or somewhere along the way or skipping animations. Use GetTimeRequestedToSkip() and ReportTimeSkipped(...) to get info on how much to skip and to notify if you were able to skip something. | |
| bool | HasBeenActivated () const |
| Returns true if ReadyForActivated has ever been called on this task. | |
| bool | HasTaskJustStarted (float32 ThresholdRealtimeSeconds=10.000000) const |
| Returns true if this task has not been running for long yet. For Dailyroutine-Tasks this can be used to check if the task was activated via the regular schedule or re-activated after the schedule was interrupted. | |
| bool | IsInDailyRoutineSimulation () const |
| Returns true, if this task is owned by an NPC that does DailyRoutine simulation (has no visuals) right now. | |
| bool | ReportTimeSkip (float32 SecondsThatWillBeSkipped) |
| Reports that this task is able to skip some of the requested time to skip and requests for permission to do so. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| bool | ReportTimeSkipWhateverIsLeft () |
| Reports that this task would run forever and can skip all the time that we have left. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| void | SetCustomPathfollowingSetting (FGothicPathfollowSettings PathfollowSetting) |
| When pathfollowing should behave different for this AIState, provide your own settings. | |
| Public Member Functions inherited from UAbilityTaskBase | |
| bool | IsFinished () const |
| bool | IsPaused () const |
| UAbilityTaskBase | DuplicateTask (UGameplayAbility ToAbility, UObject Outer=nullptr) |
| bool | IsDuplicateOf (const UAbilityTaskBase Other) const |
| Returns true if this task was created by duplicating the given one. | |
| void | MakeChildOf (UAbilityTaskBase OtherTask) |
| bool | IsActive () const |
| Public Member Functions inherited from UAngelscriptAbilityTask | |
| void | OnDestroy (bool bInOwnerFinished) |
| void | InitSimulatedTask (UGameplayTasksComponent InGameplayTasksComponent) |
| bool | IsWaitingOnAvatar () const |
| void | Activate () |
| bool | IsWaitingOnRemotePlayerdata () const |
| void | TickTask (float32 DeltaTimeSecs) |
| void | SetWaitingOnAvatar () |
| void | ClearWaitingOnAvatar () |
| void | ClearWaitingOnRemotePlayerData () |
| UGameplayAbility | BP_GetAbility (bool bInOwnerFinished) const |
| FGameplayAbilitySpecHandle | GetAbilitySpecHandle (bool bInOwnerFinished) const |
| UAbilitySystemComponent | GetAbilitySystemComponent () |
| bool | ShouldBroadcastAbilityTaskDelegates () const |
| bool | IsForRemoteClient () const |
| bool | IsLocallyControlled () const |
| bool | IsPredictingClient () const |
| UGameplayAbility | GetAbility () const |
| bool | GetIsPausable () |
| void | SetIsPausable (bool bNewState) |
| void | SetIsSimulatedTask (bool bNewState) |
| void | SetAbilitySystemComponent (UAbilitySystemComponent InAbilitySystemComponent) |
| void | SetIsTickingTask (bool bNewState) |
| void | SetWaitingOnRemotePlayerData () |
| bool | GetIsSimulatedTask () |
| bool | GetIsSimulating () |
| bool | GetIsTickingTask () |
| Public Member Functions inherited from UGameplayTask | |
| void | ReadyForActivation () |
| void | EndTask () |
| Called explicitly to end the task (usually by the task itself). Calls OnDestroy. Note:: you need to call EndTask before sending out any "on completed" delegates. If you don't the task will still be in an "active" state while the event receivers may assume it's already "finished". | |
| 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 UGenericAbilityTask_WaitForEvent | TaskWaitForEvent (UGameplayAbility OwningAbility, FGameplayTag EventToWaitFor, bool bRequireExactTagMatch=false, AActor OptionalUseOtherActor=nullptr) |
| Task that waits for the given GAS event. When the event is received, it ends successfully. You can also wait for events on an other Actors AbilitySystemComponent by passing that actor as OptionalUseOtherActor. | |
| Static Public Member Functions inherited from UAbilityTaskGeneric | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAngelscriptAbilityTask | |
| static UClass | StaticClass () |
| static UAngelscriptAbilityTask | CreateAbilityTaskAndRunIt (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None) |
| This method will both create the task and call ReadyForActivation on it for you immediately. | |
| static UAngelscriptAbilityTask | CreateAbilityTask (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None, UObject Outer=nullptr) |
| If you create a task using this function from AS, you must start it manually using ReadyForActivation. This is useful if you want to set up properties on the task before you run it. | |
| Static Public Member Functions inherited from UAbilityTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
GenericAbilityTask_WaitForEvent | |
| bool | bWaitForExactTagMatch |
| If true, the event will only count as received if it was send using the exact tag you set in EventToWaitFor, and not if an event with a sub-tag was sent. | |
| FGameplayEventData | ReceivedEvent |
| Set after the awaited event was received. | |
| FGameplayTag | EventToWaitFor |
| Event to wait for. See OnReceivedAwaitedEvent(). | |
Variables | |
| const UAbilitySystemComponent | TargetASC |
| Access to the AbilitySystemComponent to use. If using an external target, this will be different from the character that owns this ability. | |
| Public Attributes inherited from UAbilityTaskGeneric | |
| FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | OnTaskEnded |
| Task ended (always called, no matter what the result is). | |
| EGenericTaskResult | TaskResult |
| Use EndTaskAsSuccess() or EndTaskAsFailure() or set this before calling EndTask() to signal the end result of this task. | |
| FInGameTime | TimeTaskActivated |
| Ingame time this task was activated. | |
| const AGothicCharacter | AvatarCharacter |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| const AGothicCharacterState | AvatarCharacterState |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| const AGothicAIController | AvatarAIController |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| const AGothicNPCState | AvatarNPCState |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| const APlayerController | AvatarPlayerController |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| const FInGameTime | InGameTimeNow |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| const FInGameTime | RuntimeInGame |
| How long this task has been running for (in InGame-time). | |
| const float32 | RuntimeSeconds |
| How long this task has been running for (in seconds). | |
| const float32 | TimeRequestedToSkip |
| Returns how many seconds we're supposed to skip. | |
| Public Attributes inherited from UAngelscriptAbilityTask | |
| const UGameplayAbility | Ability |
| GameplayAbility that created us. | |
| UAbilitySystemComponent | AbilitySystemComponent |
| const bool | IsSimulating |
| bool | IsPausable |
| bool | IsSimulatedTask |
| bool | IsTickingTask |
| 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 |
Based on UAbilityTask_WaitGameplayEvent.
| UAbilitySystemComponent GetTargetASC | ( | ) |
Access to the AbilitySystemComponent to use. If using an external target, this will be different from the character that owns this ability.
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Task that waits for the given GAS event. When the event is received, it ends successfully. You can also wait for events on an other Actors AbilitySystemComponent by passing that actor as OptionalUseOtherActor.
| bool bWaitForExactTagMatch |
If true, the event will only count as received if it was send using the exact tag you set in EventToWaitFor, and not if an event with a sub-tag was sent.
| FGameplayTag EventToWaitFor |
Event to wait for. See OnReceivedAwaitedEvent().
| FGameplayEventData ReceivedEvent |
Set after the awaited event was received.
| const UAbilitySystemComponent TargetASC |
Access to the AbilitySystemComponent to use. If using an external target, this will be different from the character that owns this ability.