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| static UGothicSmartLinkDoor | Get (const AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkDoor | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkDoor | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| static UGothicSmartLinkComponentInteractionSpot | Get (const AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkComponentInteractionSpot | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UGothicSmartLinkComponentInteractionSpot | Create (AActor Actor, FName WithName=NAME_None) |
| static UClass | StaticClass () |
| 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 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 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 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 UClass | StaticClass () |
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| FVector | InitalRelativeLinkEnd |
| FVector | InitalRelativeLinkStart |
| bool | bUseInteractionAnchors |
| | true: use InteractionSpots of the Owner; false: set NavLink manually by NavLinkAnchor or in this Component
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| bool | bUseTaskForOpen |
| bool | bUseTaskForClose |
| FGameplayTag | OpenTag |
| | Tag for AbilityTask to open link.
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| FGameplayTag | CloseTag |
| | Tag for AbilityTask to close link.
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| bool | bTraverseWalkingWhenIsOpenUponArrival |
| | When this link was open, should we use walking to traverse it, or the traverse tag?
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| FGameplayTagContainer | InteractionAllowedSpecies |
| FGameplayTagContainer | CancelAbilitiesWithTagsWhileUsing |
| | When a character start interacting with the link, abilities with these tags are shut down.
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| FGameplayTag | TraverseTag |
| | Characters require an AbilityTask with this tag to use link. No tag means character will just continue walking.
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| 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.
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| FGameplayTagContainer | RequireAnyForPathfinding |
| | Characters require at least one of these tags to find a path over this link. Leave empty to allow any.
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| 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.
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| bool | bUseTraverseTask |
| | Characters move over the link with a task: use TraverseTag. When false, link will be traversed by walking.
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| float32 | CooldownWaitingAgents |
| | How long should other WaitingAgents wait before trying to use the link?
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| bool | bBlockPathfindingWhenLinkHasUser |
| float32 | SnapRadius |
| float32 | SnapHeight |
| bool | bAddToWaynet |
| | Should this NavLink be added to Waynet and be allowed to generate waynet over?
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| 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.
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| ECollisionChannel | BroadcastChannel |
| | trace channel for state change broadcast
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| float32 | BroadcastInterval |
| | interval for state change broadcast (0 = single broadcast)
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| float32 | BroadcastRadius |
| | radius of state change broadcast
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| FVector | ObstacleOffset |
| | offset of simple box obstacle
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| FVector | ObstacleExtent |
| | extent of simple box obstacle
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| TSubclassOf< UNavArea > | ObstacleAreaClass |
| | area class for simple box obstacle
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| TSubclassOf< UNavArea > | EnabledAreaClass |
| | area class to use when link is enabled
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| ENavLinkDirection | LinkDirection |
| | direction of link
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| FVector | LinkRelativeStart |
| | start point, relative to owner
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| FNavAgentSelector | SupportedAgents |
| | restrict area only to specified agents
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| TSubclassOf< UNavArea > | DisabledAreaClass |
| | area class to use when link is disabled
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| FVector | LinkRelativeEnd |
| | end point, relative to owner
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| 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.
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| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| 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.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |