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

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 ()

Public Attributes

Equip
TMap< FGameplayTag, UItemEffectDefinition > m_Effects
Interactible
float32 m_PlayerInteractZDistance
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_PlayerInteractAngle
float32 m_PlayerDetectDistance
bool m_UsableByPlayer
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.
TArray< FString > m_Tags
TArray< FName > m_ExtraTags
float32 m_ObjectInteractAngle
InteractiveObjectDefinition
TArray< FName > m_Keys
FName m_DisabledUntilEvent
TSubclassOf< UObject > m_OptionalObject
FName m_RequiredUniqueObject
bool m_ShouldShowNameIngame
FName m_Lock
bool m_MustMove
TArray< FName > m_PuzzleKeys
bool m_ConsumeKeys
int m_LockDifficulty
 Random lock pool tier (0 = no randomization, keep original m_Lock).
EInteractiveCameraTarget m_CameraTarget
FName m_ActiveUntilEvent
int m_Priority
TArray< TSubclassOf< UItemDefinition > > m_RequiredIdObject
bool m_StartBeforeRotation
bool m_MinimalAction
Item
FGameplayTag m_OptionalItemSpec
FGameplayTag m_OptionalItemSpecSecond
FGameplayTag m_RequiredIcon
FGameplayTag m_RequiredItemSpec
FGameplayTag m_DefaultInteraction
FGameplayTagContainer m_AdditionalInteractions
Variables
const FGameplayTag DefaultInteraction
const FGameplayTagContainer AdditionalInteractions
Public Attributes inherited from UInventoryDefinition
FReplicatedInventoryMap m_Inventory
Public Attributes inherited from UGothicObjectDefinition
TSoftObjectPtr< UTexture2D > m_Icon
FText m_Description
FText m_Name
const FString NameAsString
FName m_UniqueName
 Unique name is a unique name used for Gameplay system to uniquely identify and item or a character.
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

Member Function Documentation

◆ AddEffect()

UItemEffectDefinition AddEffect ( FGameplayTag name,
TSubclassOf< UGameplayEffect > effectToAdd )

◆ GetAdditionalInteractions()

const FGameplayTagContainer & GetAdditionalInteractions ( ) const

◆ GetDefaultInteraction()

const FGameplayTag & GetDefaultInteraction ( ) const

◆ MyCustomRPC()

void MyCustomRPC ( AActor OtherActor,
bool IsBegin )

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AdditionalInteractions

const FGameplayTagContainer AdditionalInteractions

◆ DefaultInteraction

const FGameplayTag DefaultInteraction

◆ m_ActiveUntilEvent

FName m_ActiveUntilEvent

◆ m_AdditionalInteractions

FGameplayTagContainer m_AdditionalInteractions

◆ m_AddNPCInteractionSpots

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.

◆ m_CameraTarget

EInteractiveCameraTarget m_CameraTarget

◆ m_ConsumeKeys

bool m_ConsumeKeys

◆ m_DefaultInteraction

FGameplayTag m_DefaultInteraction

◆ m_DisabledUntilEvent

FName m_DisabledUntilEvent

◆ m_Effects

◆ m_ExtraTags

TArray<FName> m_ExtraTags

◆ m_Keys

TArray<FName> m_Keys

◆ m_Lock

FName m_Lock

◆ m_LockDifficulty

int m_LockDifficulty

Random lock pool tier (0 = no randomization, keep original m_Lock).

◆ m_MinimalAction

bool m_MinimalAction

◆ m_MustMove

bool m_MustMove

◆ m_ObjectInteractAngle

float32 m_ObjectInteractAngle

◆ m_OptionalItemSpec

FGameplayTag m_OptionalItemSpec

◆ m_OptionalItemSpecSecond

FGameplayTag m_OptionalItemSpecSecond

◆ m_OptionalObject

TSubclassOf<UObject> m_OptionalObject

◆ m_PlayerDetectDistance

float32 m_PlayerDetectDistance

◆ m_PlayerInteractAngle

float32 m_PlayerInteractAngle

◆ m_PlayerInteractDistance

float32 m_PlayerInteractDistance

Normal interact distance, used in most cases.

◆ m_PlayerInteractDistanceFar

float32 m_PlayerInteractDistanceFar

"Far" interact distance, used for specific cases where a bit more distance is allowed. (ie. NPC behind a bar)

◆ m_PlayerInteractZDistance

float32 m_PlayerInteractZDistance

◆ m_Priority

int m_Priority

◆ m_PuzzleKeys

TArray<FName> m_PuzzleKeys

◆ m_RequiredIcon

FGameplayTag m_RequiredIcon

◆ m_RequiredIdObject

TArray<TSubclassOf<UItemDefinition> > m_RequiredIdObject

◆ m_RequiredItemSpec

FGameplayTag m_RequiredItemSpec

◆ m_RequiredUniqueObject

FName m_RequiredUniqueObject

◆ m_ShouldShowNameIngame

bool m_ShouldShowNameIngame

◆ m_StartBeforeRotation

bool m_StartBeforeRotation

◆ m_Tags

TArray<FString> m_Tags

◆ m_UsableByPlayer

bool m_UsableByPlayer