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

UCLASS(Blueprintable, BlueprintType) class G1R_API UGothicPhotoModeConfig : public UGothicBaseConfig { GENERATED_BODY(). More...

Public Member Functions

Photo Mode|Animations
void PlayFacialAnimation (int animationIndex)
void StopFacialAnimation ()
void StopAnimation ()
void PlayAnimation (int AnimationIndex)
Photo Mode|Character
void ApplyCharacterMeshOffset (float32 CloseFar, float32 LeftRight, float32 UpDown, float32 RotationYaw)
 character position
Photo Mode|Environment
void SetTimeOfDayOverride (bool EnableOverride, float32 TimeOfDayInHours)
Photo Mode|Guidelines
void SetActiveGuidelineIndex (int Index)
void SetGuidelineActive (bool bActivate)
Photo Mode|Lights
void RemoveLight (int IndexToRemove)
void ClearAllLights ()
int AddLight ()
Photo Mode|Particles
void UpdateActiveParticleTransform ()
void SpawnParticle (int ParticleIndex)
void ClearParticle ()
Photo Mode|Stickers
int AddSticker (int TextureIndex=0)
void LoadExternalStickerAsync (FString FilePath)
void AddStickerToButtonPos (int buttonPos, int TextureIndex)
void RemoveSticker (int IndexToRemove)
void LoadDirectoryStickersAsync ()
void ClearAllStickers ()
void RemoveStickerInButtonPos (int buttonPos)
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 UGothicPhotoModeComponent Get (const AActor Actor, FName WithName=NAME_None)
static UGothicPhotoModeComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UGothicPhotoModeComponent 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

GothicPhotoModeComponent
TArray< FGothicPhotoModeSticker > m_ActiveStickers
Input
UInputMappingContext m_PhotoModeIMC
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

Photo Mode

EPhotoModeMovementMode MovementMode
 Public API for UI interaction.
FGothicPhotoModeSettings m_Settings
void SetMovementMode (EPhotoModeMovementMode NewMode)
void ResetToInitialPosition ()
void ResetToDefaultSettings ()
bool ActivatePhotoMode ()
EPhotoModeMovementMode GetMovementMode () const
 Public API for UI interaction.
void DeactivatePhotoMode ()

Photo Mode|Camera

float32 CameraTilt
float32 GetCameraTilt () const
void SetCameraTilt (float32 InTilt)

Photo Mode|Post Process

const float32 BaseColorSaturationOffset
const float32 BaseColorContrastOffset
const float32 BaseColorBrightnessOffset
void ApplyFilmGrainOverride (bool EnableOverride, float32 Intensity)
float32 GetBaseColorSaturationOffset () const
float32 GetBaseColorBrightnessOffset () const
float32 GetBaseColorContrastOffset () const
void ApplySharpeningOverride (bool EnableOverride, float32 Intensity)

Detailed Description

UCLASS(Blueprintable, BlueprintType) class G1R_API UGothicPhotoModeConfig : public UGothicBaseConfig { GENERATED_BODY().

public: UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Photo Mode") FGothicPhotoModeSettings m_Settings; };// We are using a virtual camera to avoid changing possesion of the MP, breaking any ability and state he can have at the moment. unpossessing the character to use an ASpectatorPawn would immediately interrupt active abilities, drop gameplay tags, and sever the controller's connection to the avatar's ability system

Member Function Documentation

◆ ActivatePhotoMode()

bool ActivatePhotoMode ( )

◆ AddLight()

int AddLight ( )

◆ AddSticker()

int AddSticker ( int TextureIndex = 0)

◆ AddStickerToButtonPos()

void AddStickerToButtonPos ( int buttonPos,
int TextureIndex )

◆ ApplyCharacterMeshOffset()

void ApplyCharacterMeshOffset ( float32 CloseFar,
float32 LeftRight,
float32 UpDown,
float32 RotationYaw )

character position

◆ ApplyFilmGrainOverride()

void ApplyFilmGrainOverride ( bool EnableOverride,
float32 Intensity )

◆ ApplySharpeningOverride()

void ApplySharpeningOverride ( bool EnableOverride,
float32 Intensity )

◆ ClearAllLights()

void ClearAllLights ( )

◆ ClearAllStickers()

void ClearAllStickers ( )

◆ ClearParticle()

void ClearParticle ( )

◆ Create()

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

◆ DeactivatePhotoMode()

void DeactivatePhotoMode ( )

◆ Get()

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

◆ GetBaseColorBrightnessOffset()

float32 GetBaseColorBrightnessOffset ( ) const

◆ GetBaseColorContrastOffset()

float32 GetBaseColorContrastOffset ( ) const

◆ GetBaseColorSaturationOffset()

float32 GetBaseColorSaturationOffset ( ) const

◆ GetCameraTilt()

float32 GetCameraTilt ( ) const

◆ GetMovementMode()

EPhotoModeMovementMode GetMovementMode ( ) const

Public API for UI interaction.

◆ GetOrCreate()

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

◆ LoadDirectoryStickersAsync()

void LoadDirectoryStickersAsync ( )

◆ LoadExternalStickerAsync()

void LoadExternalStickerAsync ( FString FilePath)

◆ PlayAnimation()

void PlayAnimation ( int AnimationIndex)

◆ PlayFacialAnimation()

void PlayFacialAnimation ( int animationIndex)

◆ RemoveLight()

void RemoveLight ( int IndexToRemove)

◆ RemoveSticker()

void RemoveSticker ( int IndexToRemove)

◆ RemoveStickerInButtonPos()

void RemoveStickerInButtonPos ( int buttonPos)

◆ ResetToDefaultSettings()

void ResetToDefaultSettings ( )

◆ ResetToInitialPosition()

void ResetToInitialPosition ( )

◆ SetActiveGuidelineIndex()

void SetActiveGuidelineIndex ( int Index)

◆ SetCameraTilt()

void SetCameraTilt ( float32 InTilt)

◆ SetGuidelineActive()

void SetGuidelineActive ( bool bActivate)

◆ SetMovementMode()

void SetMovementMode ( EPhotoModeMovementMode NewMode)

◆ SetTimeOfDayOverride()

void SetTimeOfDayOverride ( bool EnableOverride,
float32 TimeOfDayInHours )

◆ SpawnParticle()

void SpawnParticle ( int ParticleIndex)

◆ StaticClass()

UClass StaticClass ( )
static

◆ StopAnimation()

void StopAnimation ( )

◆ StopFacialAnimation()

void StopFacialAnimation ( )

◆ UpdateActiveParticleTransform()

void UpdateActiveParticleTransform ( )

Member Data Documentation

◆ BaseColorBrightnessOffset

const float32 BaseColorBrightnessOffset

◆ BaseColorContrastOffset

const float32 BaseColorContrastOffset

◆ BaseColorSaturationOffset

const float32 BaseColorSaturationOffset

◆ CameraTilt

float32 CameraTilt

◆ m_ActiveStickers

TArray<FGothicPhotoModeSticker> m_ActiveStickers

◆ m_PhotoModeIMC

UInputMappingContext m_PhotoModeIMC

◆ m_Settings

◆ MovementMode

EPhotoModeMovementMode MovementMode

Public API for UI interaction.