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

Public Member Functions

Functions
void RemoveTag (FGameplayTag TagToRemove)
 @DE - This function does not maintain tag counter consistency, will set tag count to 0. Use RemoveLooseTag instead if you want manage tag counter
void AddLooseTags (FGameplayTagContainer GameplayTags, int Count=1)
void AddTag (FGameplayTag NewTag)
 @DE - This function does not maintain tag counter consistency, will set tag count to 1. Use AddLooseTag instead if you want manage tag counter
void AbilityLocalInputRelease (EAbilityInputID inputID)
void SendGameplayEvent (FGameplayTag EventTag)
bool HasTagExact (FGameplayTag GameplayTag) const
void Multicast_AddLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count)
void Multicast_AddTag (FGameplayTag NewTag, bool Predicted)
void Multicast_RemoveLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count)
void Multicast_RemoveTag (FGameplayTag TagToRemove, bool Predicted)
void RemoveLooseTag (FGameplayTag TagToRemove, int Count=1)
void RemoveLooseTags (FGameplayTagContainer GameplayTags, int Count=1)
void AddLooseTag (FGameplayTag NewTag, int Count=1)
void SendScalarGameplayEffectServer (FGameplayAttribute Attribute, int Value)
void Server_AddLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count)
void Server_AddTag (FGameplayTag NewTag, bool Predicted)
void Server_RemoveLooseTags (FGameplayTagContainer GameplayTags, bool Predicted, int Count)
void Server_RemoveTag (FGameplayTag TagToRemove, bool Predicted)
void ServerSetInputDoubleTap (FGameplayAbilitySpecHandle AbilityHandle)
void SetPlayerPreset (UPlayerPreset Preset)
Public Member Functions inherited from UAngelscriptAbilitySystemComponent
void CancelAbility (TSubclassOf< UGameplayAbility > InAbilityClass)
void CancelAbilityByHandle (FGameplayAbilitySpecHandle AbilityHandle)
FGameplayAbilitySpecHandle GiveAbility (TSubclassOf< UGameplayAbility > InAbilityClass, int Level=1, int OptionalInputID=- 1, UObject OptionalSourceObject=nullptr)
 Ability functions.
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce (TSubclassOf< UGameplayAbility > InAbilityClass, int Level=1, int OptionalInputID=- 1, UObject OptionalSourceObject=nullptr)
bool TryActivateAbilitySpec (FGameplayAbilitySpecHandle Handle, bool bAllowRemoteActivation=true)
void SetRemoveAbilityOnEnd (FGameplayAbilitySpecHandle AbilitySpecHandle)
bool CanActivateAbilityByClass (TSubclassOf< UGameplayAbility > InAbilityToActivate) const
 Check if ability of class can be activated.
bool CanActivateAbilityByTag (FGameplayTagContainer GameplayTagContainer)
bool CanActivateAbilitySpec (FGameplayAbilitySpecHandle AbilitySpecHandle) const
 Check if ability can be activated.
void CancelAbilitiesByTags (FGameplayTagContainer WithTags, FGameplayTagContainer WithoutTags, UGameplayAbility Ignore=nullptr)
bool ActivateAbilitiesUsingTags (FGameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation=true)
void SetAbilitySpecSourceObject (FGameplayAbilitySpecHandle AbilitySpecHandle, UObject NewSourceObject)
void FindStackableActiveGameplayEffect (FGameplayEffectSpecHandle SpecHandle, FActiveGameplayEffect &OutActiveGameplayEffect)
UObject GetAbilitySpecSourceObject (FGameplayAbilitySpecHandle AbilitySpecHandle)
void GetActiveAbilitiesWithTags (FGameplayTagContainer GameplayTagContainer, TArray< UGameplayAbility > &ActiveAbilities) const
bool HasAbility (TSubclassOf< UGameplayAbility > InAbilityClass) const
bool IsAbilityActive (TSubclassOf< UGameplayAbility > InAbilityClass) const
bool HasActiveGameplayEffectByHandle (FActiveGameplayEffectHandle Handle) const
float32 GetCooldownTimeRemaining (TSubclassOf< UGameplayAbility > InAbilityClass) const
void BindInput (UInputComponent InputComponent, FAngelscriptInputBindData BindData)
void RegisterAttributeChangedCallback (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, UObject CallbackObject, FName CallbackFunctionName_FAngelscriptAttributeChangedData)
 Use these to register callbacks to individual attributes. As the CallbackFunctionName_FAngelscriptAttributeChangedData parameter name suggests, the callback function should take a single FAngelscriptAttributeChangedData as its parameter to bind correctly.
UAngelscriptAttributeSet RegisterAttributeSet (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass)
 Adds the attribute set type to the actor that owns this component. Ensures that attribute sets are never added twice.
void RegisterCallbackForAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName)
void GetAndRegisterCallbackForAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutCurrentValue)
void OnAttributeSetRegistered (UObject InObject, FName InFunctionName)
 This could be called multiple times if we register attribute sets late. This needs to be a function so we can handle late adds.
void GetAndRegisterAttributeChangedCallback (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, UObject CallbackObject, FName CallbackFunctionName_FAngelscriptAttributeChangedData, float32 &OutCurrentValue)
float32 GetAttributeCurrentValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 DefaultValue=0.000000) const
 If attribute doesn't exist will return DefaultValue(which is by default 0.f).
void SetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 NewBaseValue)
 Requires the attribute to actually exist.
void InitAbilityActorInfo (AActor InOwnerActor, AActor InAvatarActor)
void ModAttributeUnsafe (FGameplayAttribute GameplayAttribute, EGameplayModOp ModifierOp, float32 ModifierMagnitude)
 This function will apply an attribute change without invoking all the callbacks! Do not use unless you have to and know what you are doing! It can be useful for clamping attribute values to max values for example. For all other scenarios, use the SetAttribute set of functions!
bool TryGetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutBaseValue) const
bool TrySetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 NewBaseValue)
 Use these functions when you are not sure if the attribute exists.
float32 GetAttributeBaseValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 DefaultValue=0.000000) const
 If attribute doesn't exist will return DefaultValue(which is by default 0.f).
bool TryGetAttributeCurrentValue (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, float32 &OutCurrentValue) const
float32 GetAttributeCurrentValueChecked (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) const
float32 GetAttributeBaseValueChecked (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) const
void GetAllChildTags (FGameplayTag TagToCheck, TArray< FGameplayTag > &Container) const
bool HasAllGameplayTags (FGameplayTagContainer TagContainer) const
 HasAllMatchingGameplayTags, but cannot have the same name so adding "Owned".
bool HasGameplayTag (FGameplayTag TagToCheck) const
 Tag functions.
bool HasAnyGameplayTags (FGameplayTagContainer TagContainer) const
 HasAnyMatchingGameplayTags, but cannot have the same name so adding "Owned".
FGameplayAbilityActorInfo & GetAbilityActorInfo () const
AActor GetAvatar () const
APlayerController GetPlayerController () const
Public Member Functions inherited from UAbilitySystemComponent
void RemoveGameplayCue (const FGameplayTag GameplayCueTag)
void ExecuteGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext)
void ExecuteGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters)
void RemoveAllGameplayCues ()
void InitDefaultGameplayCueParameters (FGameplayCueParameters &Parameters)
void AddGameplayCueWithParameters (const FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters)
void AddGameplayCueWithEffectContext (const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext)
void AddLooseGameplayTag (FGameplayTag GameplayTag, int Count=1)
bool AreAbilityTagsBlocked (FGameplayTagContainer Tags) const
void AddReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags)
void GetOwnedGameplayTags (FGameplayTagContainer &TagContainer) const
void SetReplicatedLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount)
void AddReplicatedLooseGameplayTag (FGameplayTag GameplayTag)
void SetLooseGameplayTagCount (FGameplayTag GameplayTag, int NewCount)
void AddLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1)
void RemoveReplicatedLooseGameplayTags (FGameplayTagContainer GameplayTags)
void RemoveReplicatedLooseGameplayTag (FGameplayTag GameplayTag)
void RemoveLooseGameplayTag (FGameplayTag GameplayTag, int Count=1)
void RemoveLooseGameplayTags (FGameplayTagContainer GameplayTags, int Count=1)
void GetAllAbilities (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles) const
 Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation.
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1)
 Grants a Gameplay Ability, activates it once, and removes it. This will be ignored if the actor is not authoritative.
void FindAllAbilitiesWithTags (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagContainer Tags, bool bExactMatch=true) const
 Returns an array with all abilities that match the provided tags.
void FindAllAbilitiesWithInputID (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, int InputID=0) const
 Returns an array with all abilities bound to an Input ID value.
void PressInputID (int InputID)
 Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities.
void ClearAllAbilities ()
 Wipes all 'given' abilities. This will be ignored if the actor is not authoritative.
void ClearAbility (FGameplayAbilitySpecHandle Handle)
 Removes the specified ability. This will be ignored if the actor is not authoritative.
void InputConfirm ()
 Sends a local player Input Confirm event, notifying abilities.
void InputCancel ()
 Sends a local player Input Cancel event, notifying abilities.
void FindAllAbilitiesMatchingQuery (TArray< FGameplayAbilitySpecHandle > &OutAbilityHandles, FGameplayTagQuery Query) const
 Returns an array with all abilities that match the provided Gameplay Tag Query.
FGameplayAbilitySpecHandle GiveAbility (TSubclassOf< UGameplayAbility > AbilityClass, int Level=0, int InputID=- 1)
 Grants a Gameplay Ability and returns its handle. This will be ignored if the actor is not authoritative.
void ClearAllAbilitiesWithInputID (int InputID=0)
 Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative.
void ReleaseInputID (int InputID)
 Sends a local player Input Released event with the provided Input ID, notifying any bound abilities.
void GetAllAttributes (TArray< FGameplayAttribute > &OutAttributes)
 Returns a list of all attributes for this abilty system component.
const UAttributeSet GetAttributeSet (TSubclassOf< UAttributeSet > AttributeSetClass) const
 Returns a reference to the Attribute Set instance, if one exists in this component.
float32 GetGameplayAttributeValue (FGameplayAttribute Attribute, bool &bFound) const
 Returns the current value of the given gameplay attribute, or zero if the attribute is not found. NOTE: This doesn't take predicted gameplay effect modifiers into consideration, so the value may not be accurate on clients at all times.
int GetGameplayTagCount (FGameplayTag GameplayTag) const
 Returns the current count of the given gameplay tag. This includes both loose tags, and tags granted by gameplay effects and abilities. This function can be called on the client, but it may not display the most current count on the server.
bool IsGameplayCueActive (const FGameplayTag GameplayCueTag) const
 Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GameplayCue is active (Animation Blueprint for example).
void SetActiveGameplayEffectLevelUsingQuery (FGameplayEffectQuery Query, int NewLevel)
 Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
void UpdateActiveGameplayEffectSetByCallerMagnitudes (FActiveGameplayEffectHandle ActiveHandle, TMap< FGameplayTag, float32 > NewSetByCallerValues)
 Dynamically update multiple set-by-caller magnitudes for an active gameplay effect.
TArray< FActiveGameplayEffectHandle > GetActiveEffectsWithAllTags (FGameplayTagContainer Tags) const
 Returns list of active effects that have all of the passed in tags.
int RemoveActiveEffectsWithGrantedTags (FGameplayTagContainer Tags)
 Removes all active effects that grant any of the tags in Tags.
void SetActiveGameplayEffectLevel (FActiveGameplayEffectHandle ActiveHandle, int NewLevel)
 Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying.
FActiveGameplayEffectHandle ApplyGameplayEffectToSelf (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle EffectContext)
 Apply a gameplay effect to self.
void RemoveActiveGameplayEffectBySourceEffect (TSubclassOf< UGameplayEffect > GameplayEffect, UAbilitySystemComponent InstigatorAbilitySystemComponent, int StacksToRemove=- 1)
 Remove active gameplay effects whose backing definition are the specified gameplay effect class.
int GetGameplayEffectCount (TSubclassOf< UGameplayEffect > SourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const
 Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
bool RemoveActiveGameplayEffect (FActiveGameplayEffectHandle Handle, int StacksToRemove=- 1)
 Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks.
FActiveGameplayEffectHandle ApplyGameplayEffectToTarget (TSubclassOf< UGameplayEffect > GameplayEffectClass, UAbilitySystemComponent Target, float32 Level, FGameplayEffectContextHandle Context)
 Apply a gameplay effect to passed in target.
FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf (FGameplayEffectSpecHandle SpecHandle)
 Applies a previously created gameplay effect spec to this component.
int GetGameplayEffectCount_IfLoaded (TSoftClassPtr< UGameplayEffect > SoftSourceGameplayEffect, UAbilitySystemComponent OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck=true) const
 Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
float32 GetGameplayEffectMagnitude (FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute) const
 Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be).
int RemoveActiveEffectsWithTags (FGameplayTagContainer Tags)
 Removes all active effects that contain any of the tags in Tags.
int RemoveActiveEffectsWithAppliedTags (FGameplayTagContainer Tags)
 Removes all active effects that apply any of the tags in Tags.
int RemoveActiveEffectsWithSourceTags (FGameplayTagContainer Tags)
 Removes all active effects with captured source tags that contain any of the tags in Tags.
FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget (FGameplayEffectSpecHandle SpecHandle, UAbilitySystemComponent Target)
 Applies a previously created gameplay effect spec to a target.
void UpdateActiveGameplayEffectSetByCallerMagnitude (FActiveGameplayEffectHandle ActiveHandle, FGameplayTag SetByCallerTag, float32 NewValue)
 Dynamically update the set-by-caller magnitude for an active gameplay effect.
FGameplayEffectSpecHandle MakeOutgoingSpec (TSubclassOf< UGameplayEffect > GameplayEffectClass, float32 Level, FGameplayEffectContextHandle Context) const
 Get an outgoing GameplayEffectSpec that is ready to be applied to other things.
TArray< FActiveGameplayEffectHandle > GetActiveEffects (FGameplayEffectQuery Query) const
 Returns list of active effects, for a query.
FGameplayEffectContextHandle MakeEffectContext () const
 Create an EffectContext for the owner of this AbilitySystemComponent.
void ClientActivateAbilityFailed (FGameplayAbilitySpecHandle AbilityToActivate, int16 PredictionKey)
void RemoveAllSpawnedAttributes ()
FGameplayAbilitySpecHandle GiveAbility (FGameplayAbilitySpec Spec)
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce (FGameplayAbilitySpec &Spec)
void ClientTryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate)
void ClientPrintDebug_Response (TArray< FString > Strings, int GameFlags)
void ClientEndAbility (FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo ActivationInfo)
void ClientCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo)
void ServerCancelAbility (FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo ActivationInfo)
void ServerCurrentMontageJumpToSectionName (UAnimSequenceBase ClientAnimation, FName SectionName)
 RPC function called from CurrentMontageJumpToSection, replicates to other clients.
void ServerCurrentMontageSetNextSectionName (UAnimSequenceBase ClientAnimation, float32 ClientPosition, FName SectionName, FName NextSectionName)
 RPC function called from CurrentMontageSetNextSectionName, replicates to other clients.
void ServerCurrentMontageSetPlayRate (UAnimSequenceBase ClientAnimation, float32 InPlayRate)
 RPC function called from CurrentMontageSetPlayRate, replicates to other clients.
void ServerPrintDebug_Request ()
 Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response.
void ServerPrintDebug_RequestWithStrings (TArray< FString > Strings)
 Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays.
void ServerSetInputPressed (FGameplayAbilitySpecHandle AbilityHandle)
 Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events).
void ServerSetInputReleased (FGameplayAbilitySpecHandle AbilityHandle)
void RemoveSpawnedAttribute (UAttributeSet Attribute)
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnceWithEventData (FGameplayAbilitySpec &Spec, FGameplayEventData EventData)
const TArray< UAttributeSet > & GetSpawnedAttributes () const
bool FindAbilitySpecFromInputID (int InputID, FGameplayAbilitySpec &OutSpec)
bool FindAbilitySpecFromHandle (const FGameplayAbilitySpecHandle Handle, FGameplayAbilitySpec &OutSpec)
bool FindAbilitySpecFromGEHandle (const FActiveGameplayEffectHandle Handle, FGameplayAbilitySpec &OutSpec)
bool FindAbilitySpecFromClass (const TSubclassOf< UGameplayAbility > InAbilityClass, FGameplayAbilitySpec &OutSpec)
void AddSpawnedAttribute (UAttributeSet Attribute)
void MarkAbilitySpecDirty (FGameplayAbilitySpec &Spec, bool bWasAddOrRemove=false)
void SendGameplayEvent (const FGameplayTag EventTag, FGameplayEventData Payload)
FGameplayTag FindMatchingOwnedTag (FGameplayTag Tag) const
 Given a tag, returns the first matching owned tag that is actually on the component.
FGameplayTagContainer FindMatchingOwnedTags (FGameplayTag Tag) const
 Given a tag, returns all matching owned tags that are actually on the component.
void TargetCancel ()
 Any active targeting actors will be stopped and canceled, not returning any targeting data.
void TargetConfirm ()
 Any active targeting actors will be told to stop and return current targeting data.
bool GetUserAbilityActivationInhibited () const
 This is meant to be used to inhibit activating an ability from an input perspective. (E.g., the menu is pulled up, another game mechanism is consuming all input, etc) This should only be called on locally owned players. This should not be used to game mechanics like silences or disables. Those should be done through gameplay effects.
void SetUserAbilityActivationInhibited (bool NewInhibit)
 Disable or Enable a local user from being able to activate abilities. This should only be used for input/UI etc related inhibition. Do not use for game mechanics.
bool TryActivateAbilitiesByTag (FGameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation=true)
 Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). Returns true if anything attempts to activate. Can activate more than one ability and the ability may fail later. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate abilities.
bool TryActivateAbilityByClass (TSubclassOf< UGameplayAbility > InAbilityToActivate, bool bAllowRemoteActivation=true)
 Attempts to activate the ability that is passed in. This will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
bool TryActivateAbility (FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation=true)
 Attempts to activate the given ability, will check costs and requirements before doing so. Returns true if it thinks it activated, but it may return false positives due to failure later in activation. If bAllowRemoteActivation is true, it will remotely activate local/server abilities, if false it will only try to locally activate the ability.
void InitStats (TSubclassOf< UAttributeSet > Attributes, const UDataTable DataTable)
Public Member Functions inherited from UActorComponent
void Tick (float32 DeltaSeconds)
 Event called every frame if tick is enabled.
EComponentCreationMethod GetComponentCreationMethod () const
void SetbIsEditorOnly (bool Value)
void EndPlay (EEndPlayReason EndPlayReason)
 Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
void BeginPlay ()
 Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
void MarkRenderStateDirty ()
bool HasBegunPlay () const
void SetbTickInEditor (bool Value)
bool IsVisualizationComponent () const
void SetIsVisualizationComponent (bool Value)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
bool GetbReplicates () const
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
void SetbReplicates (bool Value)
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
bool GetbAutoActivate () const
 Whether the component is activated at creation or must be explicitly activated.
void SetbAutoActivate (bool Value)
 Whether the component is activated at creation or must be explicitly activated.
void SetbEditableWhenInherited (bool Value)
 True if this component can be modified when it was inherited from a parent actor class.
void SetbCanEverAffectNavigation (bool Value)
 Whether this component can potentially influence navigation.
bool GetbIsEditorOnly () const
 If true, the component will be excluded from non-editor builds.
bool IsBeingDestroyed () const
 Returns whether the component is in the process of being destroyed.
void SetIsReplicated (bool ShouldReplicate)
 Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
void DestroyComponent (UObject Object)
 Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
bool ComponentHasTag (FName Tag) const
 See if this component contains the supplied tag.
AActor GetOwner () const
 Follow the Outer chain to get the AActor that 'Owns' this component.
void SetAutoActivate (bool bNewAutoActivate)
 Sets whether the component should be auto activate or not. Only safe during construction scripts.
bool IsActive () const
 Returns whether the component is active or not.
void ToggleActive ()
 Toggles the active state of the component.
void SetActive (bool bNewActive, bool bReset=false)
 Sets whether the component is active or not.
void Activate (bool bReset=false)
 Activates the SceneComponent, should be overridden by native child classes.
void Deactivate ()
 Deactivates the SceneComponent.
float32 GetComponentTickInterval () const
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this component tick after PrerequisiteActor.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this component tick after PrerequisiteComponent.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this component can tick when paused.
bool IsComponentTickEnabled () const
 Returns whether this component has tick enabled or not.
void SetTickGroup (ETickingGroup NewTickGroup)
 Changes the ticking group for this component.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
void SetComponentTickIntervalAndCooldown (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
void SetComponentTickInterval (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
void SetComponentTickEnabled (bool bEnabled)
 Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
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 UGothicAbilitySystemComponent Get (const AActor Actor, FName WithName=NAME_None)
static UGothicAbilitySystemComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UGothicAbilitySystemComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UAngelscriptAbilitySystemComponent
static UClass StaticClass ()
static UAngelscriptAbilitySystemComponent Get (const AActor Actor, FName WithName=NAME_None)
static UAngelscriptAbilitySystemComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UAngelscriptAbilitySystemComponent Create (AActor Actor, FName WithName=NAME_None)
Static Public Member Functions inherited from UAbilitySystemComponent
static UAbilitySystemComponent Get (const AActor Actor, FName WithName=NAME_None)
static UAbilitySystemComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UAbilitySystemComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UGameplayTasksComponent
static UGameplayTasksComponent Get (const AActor Actor, FName WithName=NAME_None)
static UGameplayTasksComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UGameplayTasksComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Gameplay Events Delegate
FOnGameplayEffectAppliedDymamicMulticastDelegate OnGameplayEffectAppliedToTargetDynamicDelegate
 Called on server whenever a GE is applied to someone else. This includes instant and duration based GEs.
FOnGameplayEffectAppliedDymamicMulticastDelegate OnActiveGameplayEffectAddedToSelfDynamicDelegate
 Called on both client and server whenever a duration based GE is added (E.g., instant GEs do not trigger this).
FOnGameplayEffectAppliedDymamicMulticastDelegate OnPeriodicGameplayEffectExecuteOnSelfDynamicDelegate
 Called on server whenever a periodic GE executes on self.
FOnGameplayEffectAppliedDymamicMulticastDelegate OnPeriodicGameplayEffectExecuteOnTargetDynamicDelegate
 Called on server whenever a periodic GE executes on target.
FOnGameplayEffectAppliedDymamicMulticastDelegate OnGameplayEffectAppliedToSelfDynamicDelegate
 Called on server whenever a GE is applied to self. This includes instant and duration based GEs.
Public Attributes inherited from UAngelscriptAbilitySystemComponent
FAbilityGivenDelegate OnAbilityGiven
FAbilityRemovedDelegate OnAbilityRemoved
FAttributeChangedDelegate OnAttributeChanged
FInitAbilityActorInfoDelegate OnInitAbilityActorInfo
 Called for all changes occurring on self.
FOwnedTagUpdatedDelegate OnOwnedTagUpdated
const FGameplayAbilityActorInfo & AbilityActorInfo
const AActor Avatar
const APlayerController PlayerController
Public Attributes inherited from UAbilitySystemComponent
TArray< FAttributeDefaults > DefaultStartingData
bool UserAbilityActivationInhibited
 Rather activation is currently inhibited.
const TArray< UAttributeSet > SpawnedAttributes
 List of attribute sets.
FGameplayAbilitySpecContainer ActivatableAbilities
 The abilities we can activate. -This will include CDOs for non instanced abilities and per-execution instanced abilities. -Actor-instanced abilities will be the actual instance (not CDO).
FName AffectedAnimInstanceTag
 The linked Anim Instance that this component will play montages in. Use NAME_None for the main anim instance.
Public Attributes inherited from UGameplayTasksComponent
FOnClaimedResourcesChangeSignature OnClaimedResourcesChange
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
float32 ComponentTickInterval
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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

Member Function Documentation

◆ AbilityLocalInputRelease()

void AbilityLocalInputRelease ( EAbilityInputID inputID)

◆ AddLooseTag()

void AddLooseTag ( FGameplayTag NewTag,
int Count = 1 )

◆ AddLooseTags()

void AddLooseTags ( FGameplayTagContainer GameplayTags,
int Count = 1 )

◆ AddTag()

void AddTag ( FGameplayTag NewTag)

@DE - This function does not maintain tag counter consistency, will set tag count to 1. Use AddLooseTag instead if you want manage tag counter

◆ Create()

UGothicAbilitySystemComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UGothicAbilitySystemComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetOrCreate()

UGothicAbilitySystemComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ HasTagExact()

bool HasTagExact ( FGameplayTag GameplayTag) const

◆ Multicast_AddLooseTags()

void Multicast_AddLooseTags ( FGameplayTagContainer GameplayTags,
bool Predicted,
int Count )

◆ Multicast_AddTag()

void Multicast_AddTag ( FGameplayTag NewTag,
bool Predicted )

◆ Multicast_RemoveLooseTags()

void Multicast_RemoveLooseTags ( FGameplayTagContainer GameplayTags,
bool Predicted,
int Count )

◆ Multicast_RemoveTag()

void Multicast_RemoveTag ( FGameplayTag TagToRemove,
bool Predicted )

◆ RemoveLooseTag()

void RemoveLooseTag ( FGameplayTag TagToRemove,
int Count = 1 )

◆ RemoveLooseTags()

void RemoveLooseTags ( FGameplayTagContainer GameplayTags,
int Count = 1 )

◆ RemoveTag()

void RemoveTag ( FGameplayTag TagToRemove)

@DE - This function does not maintain tag counter consistency, will set tag count to 0. Use RemoveLooseTag instead if you want manage tag counter

◆ SendGameplayEvent()

void SendGameplayEvent ( FGameplayTag EventTag)

◆ SendScalarGameplayEffectServer()

void SendScalarGameplayEffectServer ( FGameplayAttribute Attribute,
int Value )

◆ Server_AddLooseTags()

void Server_AddLooseTags ( FGameplayTagContainer GameplayTags,
bool Predicted,
int Count )

◆ Server_AddTag()

void Server_AddTag ( FGameplayTag NewTag,
bool Predicted )

◆ Server_RemoveLooseTags()

void Server_RemoveLooseTags ( FGameplayTagContainer GameplayTags,
bool Predicted,
int Count )

◆ Server_RemoveTag()

void Server_RemoveTag ( FGameplayTag TagToRemove,
bool Predicted )

◆ ServerSetInputDoubleTap()

void ServerSetInputDoubleTap ( FGameplayAbilitySpecHandle AbilityHandle)

◆ SetPlayerPreset()

void SetPlayerPreset ( UPlayerPreset Preset)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ OnActiveGameplayEffectAddedToSelfDynamicDelegate

FOnGameplayEffectAppliedDymamicMulticastDelegate OnActiveGameplayEffectAddedToSelfDynamicDelegate

Called on both client and server whenever a duration based GE is added (E.g., instant GEs do not trigger this).

◆ OnGameplayEffectAppliedToSelfDynamicDelegate

FOnGameplayEffectAppliedDymamicMulticastDelegate OnGameplayEffectAppliedToSelfDynamicDelegate

Called on server whenever a GE is applied to self. This includes instant and duration based GEs.

◆ OnGameplayEffectAppliedToTargetDynamicDelegate

FOnGameplayEffectAppliedDymamicMulticastDelegate OnGameplayEffectAppliedToTargetDynamicDelegate

Called on server whenever a GE is applied to someone else. This includes instant and duration based GEs.

◆ OnPeriodicGameplayEffectExecuteOnSelfDynamicDelegate

FOnGameplayEffectAppliedDymamicMulticastDelegate OnPeriodicGameplayEffectExecuteOnSelfDynamicDelegate

Called on server whenever a periodic GE executes on self.

◆ OnPeriodicGameplayEffectExecuteOnTargetDynamicDelegate

FOnGameplayEffectAppliedDymamicMulticastDelegate OnPeriodicGameplayEffectExecuteOnTargetDynamicDelegate

Called on server whenever a periodic GE executes on target.