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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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NavLink for traversing an area between 2 areas of NavMesh. More...
Static Public Member Functions | |
Static Functions | |
| static UGothicSmartLinkComponentGeneric | Get (const AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkComponentGeneric | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkComponentGeneric | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNavLinkCustomComponent | |
| static UNavLinkCustomComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UNavLinkCustomComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UNavLinkCustomComponent | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNavRelevantComponent | |
| static UNavRelevantComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UNavRelevantComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UNavRelevantComponent | 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 | |
GothicSmartLinkComponentGeneric | |
| FGameplayTagContainer | CancelAbilitiesWithTagsWhileUsing |
| When a character start interacting with the link, abilities with these tags are shut down. | |
| FGameplayTag | TraverseTag |
| Characters require an AbilityTask with this tag to use link. No tag means character will just continue walking. | |
| FGameplayTagContainer | TraversalAllowedSpecies |
| FGameplayTagContainer | BlockPathfindingIfAgentHasAnyOf |
| When traversing character has these tags, they will not consider this link as valid option for pathfinding. Not used when Link is open and bTraverseWalkingWhenIsOpenUponArrival == true. | |
| FGameplayTagContainer | RequireAnyForPathfinding |
| Characters require at least one of these tags to find a path over this link. Leave empty to allow any. | |
| FGameplayTagContainer | BlockAbilitiesWithTagsWhileUsing |
| While a character is interacting with the link, abilities with these tags cannot be started. Not used when Link is open and bTraverseWalkingWhenIsOpenUponArrival == true. | |
| bool | bUseTraverseTask |
| Characters move over the link with a task: use TraverseTag. When false, link will be traversed by walking. | |
| float32 | CooldownWaitingAgents |
| How long should other WaitingAgents wait before trying to use the link? | |
| bool | bBlockPathfindingWhenLinkHasUser |
| float32 | SnapRadius |
| float32 | SnapHeight |
| bool | bAddToWaynet |
| Should this NavLink be added to Waynet and be allowed to generate waynet over? | |
| bool | bIsWaynetOnly |
| WaynetOnly NavLinks are only used to generate waynet over partly blocked locations, e.g. gates. But cannot be used by spawned characters. They require TraversalAllowedSpecies == Species. | |
| Public Attributes inherited from UNavLinkCustomComponent | |
| ECollisionChannel | BroadcastChannel |
| trace channel for state change broadcast | |
| float32 | BroadcastInterval |
| interval for state change broadcast (0 = single broadcast) | |
| float32 | BroadcastRadius |
| radius of state change broadcast | |
| FVector | ObstacleOffset |
| offset of simple box obstacle | |
| FVector | ObstacleExtent |
| extent of simple box obstacle | |
| TSubclassOf< UNavArea > | ObstacleAreaClass |
| area class for simple box obstacle | |
| TSubclassOf< UNavArea > | EnabledAreaClass |
| area class to use when link is enabled | |
| ENavLinkDirection | LinkDirection |
| direction of link | |
| FVector | LinkRelativeStart |
| start point, relative to owner | |
| FNavAgentSelector | SupportedAgents |
| restrict area only to specified agents | |
| TSubclassOf< UNavArea > | DisabledAreaClass |
| area class to use when link is disabled | |
| FVector | LinkRelativeEnd |
| end point, relative to owner | |
| 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 |
Additional Inherited Members | |
| Public Member Functions inherited from UNavLinkCustomComponent | |
| void | SetbNotifyWhenEnabled (bool Value) |
| should link notify nearby agents when it changes state to enabled | |
| void | SetbNotifyWhenDisabled (bool Value) |
| should link notify nearby agents when it changes state to disabled | |
| void | SetbCreateBoxObstacle (bool Value) |
| if set, box obstacle area will be added to generation | |
| void | SetbLinkEnabled (bool Value) |
| is link currently in enabled state? (area class) | |
| Public Member Functions inherited from UNavRelevantComponent | |
| void | SetNavigationRelevancy (bool bRelevant) |
| 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 |
NavLink for traversing an area between 2 areas of NavMesh.
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| bool bAddToWaynet |
Should this NavLink be added to Waynet and be allowed to generate waynet over?
| bool bBlockPathfindingWhenLinkHasUser |
| bool bIsWaynetOnly |
WaynetOnly NavLinks are only used to generate waynet over partly blocked locations, e.g. gates. But cannot be used by spawned characters. They require TraversalAllowedSpecies == Species.
| FGameplayTagContainer BlockAbilitiesWithTagsWhileUsing |
While a character is interacting with the link, abilities with these tags cannot be started. Not used when Link is open and bTraverseWalkingWhenIsOpenUponArrival == true.
| FGameplayTagContainer BlockPathfindingIfAgentHasAnyOf |
When traversing character has these tags, they will not consider this link as valid option for pathfinding. Not used when Link is open and bTraverseWalkingWhenIsOpenUponArrival == true.
| bool bUseTraverseTask |
Characters move over the link with a task: use TraverseTag. When false, link will be traversed by walking.
| FGameplayTagContainer CancelAbilitiesWithTagsWhileUsing |
When a character start interacting with the link, abilities with these tags are shut down.
| float32 CooldownWaitingAgents |
How long should other WaitingAgents wait before trying to use the link?
| FGameplayTagContainer RequireAnyForPathfinding |
Characters require at least one of these tags to find a path over this link. Leave empty to allow any.
| float32 SnapHeight |
| float32 SnapRadius |
| FGameplayTagContainer TraversalAllowedSpecies |
| FGameplayTag TraverseTag |
Characters require an AbilityTask with this tag to use link. No tag means character will just continue walking.