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

Allows extending a blueprint class at runtime. Modders can use this to change any UObject Blueprint dynamically: edit default property values via the variant CDO, or add and change components on Actor Blueprints. More...

Public Member Functions

Functions
UActorComponent AddComponentToTemplate (TSubclassOf< UActorComponent > ComponentClass, FName Name, FName AttachToComponentName)
bool SetVariantProperty (FString Path, const ?&in Value)
UActorComponent GetComponentFromTemplate (TSubclassOf< UActorComponent > ComponentClass, FName Name)
UActorComponent GetComponentFromTemplate (TSubclassOf< UActorComponent > ComponentClass)
UActorComponent AddComponentToTemplate (TSubclassOf< UActorComponent > ComponentClass, FName Name)
UObject GetVariantDefaultObject () const
FSoftObjectPath GetVariantClassPath () const
 Soft path where this extension's variant class will live. Only builds a path, never loads or generates.
void ModifyVariant ()
 Called once the variant class has been duplicated. Override to modify its templates.
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 UClass GetVariantClassOf (TSubclassOf< UGothicModExt_BlueprintClassVariant > ExtensionClass)
 Generates (once) and returns the variant class for the given extension subclass, caching it on its CDO.
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

GothicModExt_BlueprintClassVariant
TSoftClassPtr< UObject > SourceClass
 The Blueprint class to create a variant of.
Variables
const FSoftObjectPath VariantClassPath
 Soft path where this extension's variant class will live. Only builds a path, never loads or generates.
const UObject VariantDefaultObject
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

Allows extending a blueprint class at runtime. Modders can use this to change any UObject Blueprint dynamically: edit default property values via the variant CDO, or add and change components on Actor Blueprints.

Member Function Documentation

◆ AddComponentToTemplate() [1/2]

UActorComponent AddComponentToTemplate ( TSubclassOf< UActorComponent > ComponentClass,
FName Name )

◆ AddComponentToTemplate() [2/2]

UActorComponent AddComponentToTemplate ( TSubclassOf< UActorComponent > ComponentClass,
FName Name,
FName AttachToComponentName )

◆ GetComponentFromTemplate() [1/2]

UActorComponent GetComponentFromTemplate ( TSubclassOf< UActorComponent > ComponentClass)

◆ GetComponentFromTemplate() [2/2]

UActorComponent GetComponentFromTemplate ( TSubclassOf< UActorComponent > ComponentClass,
FName Name )

◆ GetVariantClassOf()

UClass GetVariantClassOf ( TSubclassOf< UGothicModExt_BlueprintClassVariant > ExtensionClass)
static

Generates (once) and returns the variant class for the given extension subclass, caching it on its CDO.

◆ GetVariantClassPath()

FSoftObjectPath GetVariantClassPath ( ) const

Soft path where this extension's variant class will live. Only builds a path, never loads or generates.

◆ GetVariantDefaultObject()

UObject GetVariantDefaultObject ( ) const

◆ ModifyVariant()

void ModifyVariant ( )

Called once the variant class has been duplicated. Override to modify its templates.

◆ SetVariantProperty()

bool SetVariantProperty ( FString Path,
const ?&in Value )

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ SourceClass

TSoftClassPtr<UObject> SourceClass

The Blueprint class to create a variant of.

◆ VariantClassPath

const FSoftObjectPath VariantClassPath

Soft path where this extension's variant class will live. Only builds a path, never loads or generates.

◆ VariantDefaultObject

const UObject VariantDefaultObject