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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Editing
bool ShowMouseInPIEIfGamepadUsed
 if you are using a gamepad in editor and during PIE and switching to another UE-viewport, for example during BP-debugging you may set this flag to true in order to force the mousecursor also being visible if using gamepad
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

Config

bool DontFlushPressedKeysOnFocusChangeByGamepad
bool NoNetTimeOut
float32 NetUpdateFrequencyForSwitchesOutOfProcessingRange
 a switch which is not in processing-range reduces its net update-frequency. switches needs to be always (net) relevant
void WriteToINI ()
 writes all settings to the ini. automatically called by the game on exit
void Reset ()
 reads the config-vars from the ini. automatically called on app-start

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

Member Function Documentation

◆ Reset()

void Reset ( )

reads the config-vars from the ini. automatically called on app-start

◆ StaticClass()

UClass StaticClass ( )
static

◆ WriteToINI()

void WriteToINI ( )

writes all settings to the ini. automatically called by the game on exit

Member Data Documentation

◆ DontFlushPressedKeysOnFocusChangeByGamepad

bool DontFlushPressedKeysOnFocusChangeByGamepad

◆ NetUpdateFrequencyForSwitchesOutOfProcessingRange

float32 NetUpdateFrequencyForSwitchesOutOfProcessingRange

a switch which is not in processing-range reduces its net update-frequency. switches needs to be always (net) relevant

◆ NoNetTimeOut

bool NoNetTimeOut

◆ ShowMouseInPIEIfGamepadUsed

bool ShowMouseInPIEIfGamepadUsed

if you are using a gamepad in editor and during PIE and switching to another UE-viewport, for example during BP-debugging you may set this flag to true in order to force the mousecursor also being visible if using gamepad