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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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This component can be added to water volumes to pre-compute their vector fields. Vector fields are used at run-time to compute the water current's velocity. This is essentially a collection of 3d cubic cells arranged in a grid for fast lookups. More...
Static Public Member Functions | |
Static Functions | |
| static UGothicWaterVolumeVectorFieldComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UGothicWaterVolumeVectorFieldComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UGothicWaterVolumeVectorFieldComponent | 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 | |
Vector Field|Editor Only | |
| float32 | m_MaxDistanceToSpline |
| Max distance to spline. | |
| float32 | m_DefaultWaterSpeed |
| Default water speed. | |
| bool | m_ProjectDirectionIn2D |
| Project directions in 2D? | |
| bool | m_InvertSplineDirection |
| Invert spline direction? | |
| TArray< TSoftObjectPtr< AGothicWaterSplineActor > > | m_SoftSplineActors |
| Ref to water spline actors containing splines that will be used to compute velocities. | |
| TArray< TSoftObjectPtr< AActor > > | m_SoftSplineActors_Other |
| Ref to other actors containing splines that will be used to compute velocities. | |
| float32 | m_RequestedCellSize |
| Requested cell size (when computing the vector field in the editor). | |
Vector Field|Editor Only|Debugging | |
| bool | m_DebugDrawAllCells |
| Debug draw all the cells or only the "top" ones? WARNING: depending on the total number of cells, debug drawing all the cells might make the editor crawl to a halt. This property is transient in order to be reset in case something goes wrong. | |
| 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 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 |
This component can be added to water volumes to pre-compute their vector fields. Vector fields are used at run-time to compute the water current's velocity. This is essentially a collection of 3d cubic cells arranged in a grid for fast lookups.
TODO: #jfm: store per-spline properties using a custom UAssetUserData
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| bool m_DebugDrawAllCells |
Debug draw all the cells or only the "top" ones? WARNING: depending on the total number of cells, debug drawing all the cells might make the editor crawl to a halt. This property is transient in order to be reset in case something goes wrong.
| float32 m_DefaultWaterSpeed |
Default water speed.
| bool m_InvertSplineDirection |
Invert spline direction?
| float32 m_MaxDistanceToSpline |
Max distance to spline.
| bool m_ProjectDirectionIn2D |
Project directions in 2D?
| float32 m_RequestedCellSize |
Requested cell size (when computing the vector field in the editor).
| TArray<TSoftObjectPtr<AGothicWaterSplineActor> > m_SoftSplineActors |
Ref to water spline actors containing splines that will be used to compute velocities.
| TArray<TSoftObjectPtr<AActor> > m_SoftSplineActors_Other |
Ref to other actors containing splines that will be used to compute velocities.