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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| const FGameplayTagContainer & | GetAdditionalInteractions () const |
| const FGameplayTag & | GetDefaultInteraction () const |
| void | MyCustomRPC (AActor OtherActor, bool IsBegin) |
| UItemEffectDefinition | AddEffect (FGameplayTag name, TSubclassOf< UGameplayEffect > effectToAdd) |
| Public Member Functions inherited from UInventoryDefinition | |
| void | AddToInventoryWithPayload (TSubclassOf< UItemDefinition > Item, FItemPayload Payload, int Amount=1, EInventoryTypes InventoryType=EInventoryTypes ::MainContainer) |
| void | CreateInventory (EInventoryTypes InventoryType, FGameplayTagContainer ItemCategories, int Capacity=- 1, bool IsInfinite=false) |
| void | AddToInventory (TSubclassOf< UItemDefinition > Item, int Amount=1, EInventoryTypes InventoryType=EInventoryTypes ::MainContainer) |
| Public Member Functions inherited from UGothicObjectDefinition | |
| FString | GetNameAsString () const |
| 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 Public Member Functions inherited from UInventoryDefinition | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGothicObjectDefinition | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGothicBaseConfig | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
| UItemEffectDefinition AddEffect | ( | FGameplayTag | name, |
| TSubclassOf< UGameplayEffect > | effectToAdd ) |
| const FGameplayTagContainer & GetAdditionalInteractions | ( | ) | const |
| const FGameplayTag & GetDefaultInteraction | ( | ) | const |
| void MyCustomRPC | ( | AActor | OtherActor, |
| bool | IsBegin ) |
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static |
| const FGameplayTagContainer AdditionalInteractions |
| const FGameplayTag DefaultInteraction |
| FName m_ActiveUntilEvent |
| FGameplayTagContainer m_AdditionalInteractions |
| bool m_AddNPCInteractionSpots |
If true, InteractiveObjects will register their spots with this action into the global static interactionspot list. This makes these objects accessible for NPCs to target and perform actions on them.
| EInteractiveCameraTarget m_CameraTarget |
| bool m_ConsumeKeys |
| FGameplayTag m_DefaultInteraction |
| FName m_DisabledUntilEvent |
| TMap<FGameplayTag,UItemEffectDefinition> m_Effects |
| FName m_Lock |
| int m_LockDifficulty |
Random lock pool tier (0 = no randomization, keep original m_Lock).
| bool m_MinimalAction |
| bool m_MustMove |
| float32 m_ObjectInteractAngle |
| FGameplayTag m_OptionalItemSpec |
| FGameplayTag m_OptionalItemSpecSecond |
| TSubclassOf<UObject> m_OptionalObject |
| float32 m_PlayerDetectDistance |
| float32 m_PlayerInteractAngle |
| float32 m_PlayerInteractDistance |
Normal interact distance, used in most cases.
| float32 m_PlayerInteractDistanceFar |
"Far" interact distance, used for specific cases where a bit more distance is allowed. (ie. NPC behind a bar)
| float32 m_PlayerInteractZDistance |
| int m_Priority |
| FGameplayTag m_RequiredIcon |
| TArray<TSubclassOf<UItemDefinition> > m_RequiredIdObject |
| FGameplayTag m_RequiredItemSpec |
| FName m_RequiredUniqueObject |
| bool m_ShouldShowNameIngame |
| bool m_StartBeforeRotation |
| bool m_UsableByPlayer |