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

Allows equipping items and looking through the inventory of a character. More...

Public Member Functions

Functions
TSet< UItemDefinition > GetEquippedItemsOfClass (TSubclassOf< UItemDefinition > ItemClass) const
 Returns a set of equipped items matching the given type that are inside this inventory.
void AddItemOfClassInventory (TSubclassOf< UItemDefinition > ItemClass, int Count=1, EInventoryTypes inventory=EInventoryTypes ::MainContainer)
 Adds items of the given type to the specific inventory container.
bool AttachVisualItemOfKindWithoutAnimation (TSubclassOf< UItemDefinition > ItemKind, EVisualCarrySlot AttachTo=EVisualCarrySlot ::RightHand)
 Tries to attach (visual!) item from melee slot to hand of character. Returns true if succeeded.
bool CanEquipItemOfClass (TSubclassOf< UItemDefinition > ItemDefinitionClass) const
 Returns true if the given character is strong enough to equip an item of the given class. Additionally, the Character needs to have animations for it.
bool CarryItemOfKind (TSubclassOf< UItemDefinition > ItemKind) const
 Takes out an item of the given kind to Carry by triggering the PickAndCarry ability. Returns true when the PickAndCarry ability could be triggered.
bool ConsumeItemOfKind (TSubclassOf< UItemDefinition > ItemKind)
 Tries to find and consume 1 item of the given kind, does not wait for any animations. Returns true if consuming worked.
int CountItemOfTypeInSlot (const TSubclassOf< UItemDefinition > ItemClass, EInventoryTypes InventoryType) const
 Returns how many items of the in the given slot match the given type.
int CountItemsOfClass (TSubclassOf< UItemDefinition > ItemClass, EInventorySlotKind Inventory=EInventorySlotKind ::BasicInventory) const
 Returns how many items of the given class are in the given inventory.
int CountItemsOfType (FGameplayTag ItemType) const
 Returns how many items of the in the inventory match the given type.
bool DetachVisualItemOfKindWithoutAnimation (TSubclassOf< UItemDefinition > ItemKind)
 Tries to detach (visual!) item from hand of character to melee slot. Returns true if succeeded.
bool EquipArmor (UArmorDefinition Armor)
 Moves the given armor into the armor equip slot. Does not check whether we can actually wear the armor.
bool EquipArmorOfClass (TSubclassOf< UArmorDefinition > Armor)
 Moves a armor of the given class into the matching equip slot. Does not check whether we can actually wear the armor. If multiple armors match the given class, chooses the first it encounters.
bool EquipItem (EInventoryTypes Type, int Slot)
 Takes out/draws the item that is currently in the given type of inventory/slot. Does not wait for any animations. Returns true if an item was found.
bool EquipMeleeWeapon (UWeaponMeleeDefinition Weapon)
 Moves the given weapon into the melee equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon.
bool EquipMeleeWeaponOfClass (TSubclassOf< UWeaponMeleeDefinition > Weapon)
 Moves a weapon of the given class into the melee equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.
bool EquipRangedWeapon (UWeaponArcheryDefinition Weapon)
 Moves the given weapon into the ranged equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon.
bool EquipRangedWeaponOfClass (TSubclassOf< UWeaponArcheryDefinition > Weapon)
 Moves a weapon of the given class into the ranged equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.
bool EquipWeaponOfClass (TSubclassOf< UWeaponDefinition > Weapon)
 Moves a weapon of the given class into the matching equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.
URuneSpellContainer FindSpellOfType (FGameplayTag SpellItemType) const
 Returns the first spell that was found in the inventory with the given tag. Returns nullptr if none was found.
URuneSpellContainer FindSpellWithAllSpecsOf (FGameplayTagContainer SpellSpecs) const
 Returns the first spell that was found in the inventory that has all of the given specs. Returns nullptr if none was found.
URuneSpellContainer FindSpellWithAnySpecOf (FGameplayTagContainer SpellSpecs) const
 Returns the first spell that was found in the inventory that has any of the given specs. Returns nullptr if none was found.
TSet< UWeaponMeleeDefinition > GetAllMeleeWeapons () const
 Returns a list of all kinds of melee weapons that are inside this inventory.
TSet< UWeaponArcheryDefinition > GetAllRangedWeapons () const
 Returns a list of all kinds of ranged weapons that are inside this inventory.
TSet< UWeaponDefinition > GetAllWeapons () const
 Returns a list of all kinds of weapons that are inside this inventory.
UArmorDefinition GetEquippedArmor () const
 Returns the armor the character has equipped.
FGameplayTag GetEquippedArmorType () const
 Returns the type tag of the armor the character has equipped. Empty tag if the character has no melee weapon equipped.
UArmorVisualsDefinition GetEquippedArmorVisualsDefinition () const
 Returns the visuals definition of the worn Armor. May be null.
void AddItemOfClass (TSubclassOf< UItemDefinition > ItemClass, int Count=1)
 Adds items of the given type to the main inventory container.
UItemDefinition GetFirstEquippedItemOfClass (const TSubclassOf< UItemDefinition > ItemClass) const
 Returns first equipped item of given class.
UWeaponMeleeDefinition GetFirstEquippedMeleeWeapon () const
 Returns the first equipped melee weapon in slot order.
UWeaponRangedDefinition GetFirstEquippedRangedWeapon () const
 Returns the first equipped melee weapon in slot order.
TSet< UItemDefinition > GetItems () const
 Returns an array of all items with a count of at least 1 that are inside this inventory.
TSet< UItemDefinition > GetItemsMatchingAllSpecsOf (FGameplayTagContainer ItemTypes) const
 Returns an array of all items matching all of the given spec tags.
TSet< UItemDefinition > GetItemsMatchingAnySpecOf (FGameplayTagContainer ItemTypes) const
 Returns an array of all items matching at least one of the given spec tags.
TSet< UItemDefinition > GetItemsMatchingAnyTypeOf (FGameplayTagContainer ItemTypes) const
 Returns an array of all items matching at least one of the given type that are inside this inventory.
TSet< UItemDefinition > GetItemsOfType (FGameplayTag ItemType) const
 Returns an array of all items matching the given type that are inside this inventory.
TSet< UItemDefinition > GetItemsWithSpec (FGameplayTag ItemSpec) const
 Returns an array of all items matching the given spec that are inside this inventory.
bool HasEquippedItemOfClass (TSubclassOf< UItemDefinition > ItemClass) const
 Returns true if the character has any item of the given class as weapon or armor, equipped on the body.
bool HasEquippedItemOfType (FGameplayTag ItemType) const
 Returns true if any item in the equip item slots matches the given type.
bool HasItemOfClass (TSubclassOf< UItemDefinition > ItemClass, EInventorySlotKind Inventory=EInventorySlotKind ::BasicInventory) const
 Returns true if the given item is somewhere in the inventory.
bool HasItemOfType (FGameplayTag ItemType) const
 Returns true if any item in the inventory matches the given type.
bool HasItemOfTypeInAnyGivenSlot (const TSubclassOf< UItemDefinition > ItemClass, TArray< EInventoryTypes > InventoryTypes) const
 Returns true if any item in any given slot matches the given type.
bool HasItemOfTypeInSlot (const TSubclassOf< UItemDefinition > ItemClass, EInventoryTypes InventoryType) const
 Returns true if any item in the Slot matches the given type.
bool HasTorch () const
 Returns true if this character has a Torch in their Torch-Slot.
int RemoveAllItemsOfClass (TSubclassOf< UItemDefinition > ItemClass, EInventorySlotKind Inventory=EInventorySlotKind ::BasicInventory)
 Removes all items of the given class from the given inventory. Returns how many items were removed in total.
int RemoveItemOfClass (TSubclassOf< UItemDefinition > ItemClass, int Count=1, EInventorySlotKind Inventory=EInventorySlotKind ::BasicInventory)
 Removes items of the given class from the given inventory. Returns how many items were removed in total.
bool TakeOutItemOfKind (TSubclassOf< UItemDefinition > ItemKind)
 Tries to find and take out 1 item of the given kind, does not wait for any animations. Returns true if such an item was found.
bool TakeOutTorch ()
 Tries to find and take out a torch, does not wait for any animations. Returns true if a torch was found and equipped.
bool UnequipArmor ()
 Moves any armor currently in the Armor Slot back to the MainContainer.
void UnEquipItem () const
 Puts away the item the character is currently holding.
bool UnequipWeapons ()
 Moves any weapons (melee + ranged) back to main container. Returns true if something was unequipped.
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

Static Public Member Functions

Static Functions
static UInventoryComponent Get (const AActor Actor, FName WithName=NAME_None)
static UInventoryComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UInventoryComponent 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

Variables
const FGameplayTag EquippedArmorType
 Returns the type tag of the armor the character has equipped. Empty tag if the character has no melee weapon equipped.
const TSet< UWeaponArcheryDefinition > AllRangedWeapons
 Returns a list of all kinds of ranged weapons that are inside this inventory.
const TSet< UWeaponDefinition > AllWeapons
 Returns a list of all kinds of weapons that are inside this inventory.
const UArmorDefinition EquippedArmor
 Returns the armor the character has equipped.
const TSet< UWeaponMeleeDefinition > AllMeleeWeapons
 Returns a list of all kinds of melee weapons that are inside this inventory.
const UArmorVisualsDefinition EquippedArmorVisualsDefinition
 Returns the visuals definition of the worn Armor. May be null.
const UWeaponMeleeDefinition FirstEquippedMeleeWeapon
 Returns the first equipped melee weapon in slot order.
const UWeaponRangedDefinition FirstEquippedRangedWeapon
 Returns the first equipped melee weapon in slot order.
const TSet< UItemDefinition > Items
 Returns an array of all items with a count of at least 1 that are inside this inventory.
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

Detailed Description

Allows equipping items and looking through the inventory of a character.

Member Function Documentation

◆ AddItemOfClass()

void AddItemOfClass ( TSubclassOf< UItemDefinition > ItemClass,
int Count = 1 )

Adds items of the given type to the main inventory container.

◆ AddItemOfClassInventory()

void AddItemOfClassInventory ( TSubclassOf< UItemDefinition > ItemClass,
int Count = 1,
EInventoryTypes inventory = EInventoryTypes :: MainContainer )

Adds items of the given type to the specific inventory container.

◆ AttachVisualItemOfKindWithoutAnimation()

bool AttachVisualItemOfKindWithoutAnimation ( TSubclassOf< UItemDefinition > ItemKind,
EVisualCarrySlot AttachTo = EVisualCarrySlot :: RightHand )

Tries to attach (visual!) item from melee slot to hand of character. Returns true if succeeded.

◆ CanEquipItemOfClass()

bool CanEquipItemOfClass ( TSubclassOf< UItemDefinition > ItemDefinitionClass) const

Returns true if the given character is strong enough to equip an item of the given class. Additionally, the Character needs to have animations for it.

◆ CarryItemOfKind()

bool CarryItemOfKind ( TSubclassOf< UItemDefinition > ItemKind) const

Takes out an item of the given kind to Carry by triggering the PickAndCarry ability. Returns true when the PickAndCarry ability could be triggered.

◆ ConsumeItemOfKind()

bool ConsumeItemOfKind ( TSubclassOf< UItemDefinition > ItemKind)

Tries to find and consume 1 item of the given kind, does not wait for any animations. Returns true if consuming worked.

◆ CountItemOfTypeInSlot()

int CountItemOfTypeInSlot ( const TSubclassOf< UItemDefinition > ItemClass,
EInventoryTypes InventoryType ) const

Returns how many items of the in the given slot match the given type.

◆ CountItemsOfClass()

int CountItemsOfClass ( TSubclassOf< UItemDefinition > ItemClass,
EInventorySlotKind Inventory = EInventorySlotKind :: BasicInventory ) const

Returns how many items of the given class are in the given inventory.

◆ CountItemsOfType()

int CountItemsOfType ( FGameplayTag ItemType) const

Returns how many items of the in the inventory match the given type.

◆ Create()

UInventoryComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ DetachVisualItemOfKindWithoutAnimation()

bool DetachVisualItemOfKindWithoutAnimation ( TSubclassOf< UItemDefinition > ItemKind)

Tries to detach (visual!) item from hand of character to melee slot. Returns true if succeeded.

◆ EquipArmor()

bool EquipArmor ( UArmorDefinition Armor)

Moves the given armor into the armor equip slot. Does not check whether we can actually wear the armor.

The item must be somewhere in the inventory. Returns false if the armor could not be equipped.

◆ EquipArmorOfClass()

bool EquipArmorOfClass ( TSubclassOf< UArmorDefinition > Armor)

Moves a armor of the given class into the matching equip slot. Does not check whether we can actually wear the armor. If multiple armors match the given class, chooses the first it encounters.

The item must be somewhere in the inventory. Returns false if the armor could not be equipped.

◆ EquipItem()

bool EquipItem ( EInventoryTypes Type,
int Slot )

Takes out/draws the item that is currently in the given type of inventory/slot. Does not wait for any animations. Returns true if an item was found.

◆ EquipMeleeWeapon()

bool EquipMeleeWeapon ( UWeaponMeleeDefinition Weapon)

Moves the given weapon into the melee equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon.

The item must be somewhere in the inventory. Returns false if the weapon could not be equipped.

◆ EquipMeleeWeaponOfClass()

bool EquipMeleeWeaponOfClass ( TSubclassOf< UWeaponMeleeDefinition > Weapon)

Moves a weapon of the given class into the melee equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.

The item must be somewhere in the inventory. Returns false if the weapon could not be equipped.

◆ EquipRangedWeapon()

bool EquipRangedWeapon ( UWeaponArcheryDefinition Weapon)

Moves the given weapon into the ranged equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon.

The item must be somewhere in the inventory. Returns false if the weapon could not be equipped.

◆ EquipRangedWeaponOfClass()

bool EquipRangedWeaponOfClass ( TSubclassOf< UWeaponArcheryDefinition > Weapon)

Moves a weapon of the given class into the ranged equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.

The item must be somewhere in the inventory. Returns false if the weapon could not be equipped.

◆ EquipWeaponOfClass()

bool EquipWeaponOfClass ( TSubclassOf< UWeaponDefinition > Weapon)

Moves a weapon of the given class into the matching equip slot. Does not draw the weapon. Does not check whether we can actually hold the weapon. If multiple weapons match the given class, chooses the first it encounters.

The item must be somewhere in the inventory. Returns false if the weapon could not be equipped.

◆ FindSpellOfType()

URuneSpellContainer FindSpellOfType ( FGameplayTag SpellItemType) const

Returns the first spell that was found in the inventory with the given tag. Returns nullptr if none was found.

◆ FindSpellWithAllSpecsOf()

URuneSpellContainer FindSpellWithAllSpecsOf ( FGameplayTagContainer SpellSpecs) const

Returns the first spell that was found in the inventory that has all of the given specs. Returns nullptr if none was found.

◆ FindSpellWithAnySpecOf()

URuneSpellContainer FindSpellWithAnySpecOf ( FGameplayTagContainer SpellSpecs) const

Returns the first spell that was found in the inventory that has any of the given specs. Returns nullptr if none was found.

◆ Get()

UInventoryComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetAllMeleeWeapons()

TSet< UWeaponMeleeDefinition > GetAllMeleeWeapons ( ) const

Returns a list of all kinds of melee weapons that are inside this inventory.

◆ GetAllRangedWeapons()

TSet< UWeaponArcheryDefinition > GetAllRangedWeapons ( ) const

Returns a list of all kinds of ranged weapons that are inside this inventory.

◆ GetAllWeapons()

TSet< UWeaponDefinition > GetAllWeapons ( ) const

Returns a list of all kinds of weapons that are inside this inventory.

◆ GetEquippedArmor()

UArmorDefinition GetEquippedArmor ( ) const

Returns the armor the character has equipped.

◆ GetEquippedArmorType()

FGameplayTag GetEquippedArmorType ( ) const

Returns the type tag of the armor the character has equipped. Empty tag if the character has no melee weapon equipped.

◆ GetEquippedArmorVisualsDefinition()

UArmorVisualsDefinition GetEquippedArmorVisualsDefinition ( ) const

Returns the visuals definition of the worn Armor. May be null.

◆ GetEquippedItemsOfClass()

TSet< UItemDefinition > GetEquippedItemsOfClass ( TSubclassOf< UItemDefinition > ItemClass) const

Returns a set of equipped items matching the given type that are inside this inventory.

◆ GetFirstEquippedItemOfClass()

UItemDefinition GetFirstEquippedItemOfClass ( const TSubclassOf< UItemDefinition > ItemClass) const

Returns first equipped item of given class.

◆ GetFirstEquippedMeleeWeapon()

UWeaponMeleeDefinition GetFirstEquippedMeleeWeapon ( ) const

Returns the first equipped melee weapon in slot order.

◆ GetFirstEquippedRangedWeapon()

UWeaponRangedDefinition GetFirstEquippedRangedWeapon ( ) const

Returns the first equipped melee weapon in slot order.

◆ GetItems()

TSet< UItemDefinition > GetItems ( ) const

Returns an array of all items with a count of at least 1 that are inside this inventory.

◆ GetItemsMatchingAllSpecsOf()

TSet< UItemDefinition > GetItemsMatchingAllSpecsOf ( FGameplayTagContainer ItemTypes) const

Returns an array of all items matching all of the given spec tags.

◆ GetItemsMatchingAnySpecOf()

TSet< UItemDefinition > GetItemsMatchingAnySpecOf ( FGameplayTagContainer ItemTypes) const

Returns an array of all items matching at least one of the given spec tags.

◆ GetItemsMatchingAnyTypeOf()

TSet< UItemDefinition > GetItemsMatchingAnyTypeOf ( FGameplayTagContainer ItemTypes) const

Returns an array of all items matching at least one of the given type that are inside this inventory.

◆ GetItemsOfType()

TSet< UItemDefinition > GetItemsOfType ( FGameplayTag ItemType) const

Returns an array of all items matching the given type that are inside this inventory.

◆ GetItemsWithSpec()

TSet< UItemDefinition > GetItemsWithSpec ( FGameplayTag ItemSpec) const

Returns an array of all items matching the given spec that are inside this inventory.

◆ GetOrCreate()

UInventoryComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ HasEquippedItemOfClass()

bool HasEquippedItemOfClass ( TSubclassOf< UItemDefinition > ItemClass) const

Returns true if the character has any item of the given class as weapon or armor, equipped on the body.

◆ HasEquippedItemOfType()

bool HasEquippedItemOfType ( FGameplayTag ItemType) const

Returns true if any item in the equip item slots matches the given type.

◆ HasItemOfClass()

bool HasItemOfClass ( TSubclassOf< UItemDefinition > ItemClass,
EInventorySlotKind Inventory = EInventorySlotKind :: BasicInventory ) const

Returns true if the given item is somewhere in the inventory.

◆ HasItemOfType()

bool HasItemOfType ( FGameplayTag ItemType) const

Returns true if any item in the inventory matches the given type.

◆ HasItemOfTypeInAnyGivenSlot()

bool HasItemOfTypeInAnyGivenSlot ( const TSubclassOf< UItemDefinition > ItemClass,
TArray< EInventoryTypes > InventoryTypes ) const

Returns true if any item in any given slot matches the given type.

◆ HasItemOfTypeInSlot()

bool HasItemOfTypeInSlot ( const TSubclassOf< UItemDefinition > ItemClass,
EInventoryTypes InventoryType ) const

Returns true if any item in the Slot matches the given type.

◆ HasTorch()

bool HasTorch ( ) const

Returns true if this character has a Torch in their Torch-Slot.

◆ RemoveAllItemsOfClass()

int RemoveAllItemsOfClass ( TSubclassOf< UItemDefinition > ItemClass,
EInventorySlotKind Inventory = EInventorySlotKind :: BasicInventory )

Removes all items of the given class from the given inventory. Returns how many items were removed in total.

◆ RemoveItemOfClass()

int RemoveItemOfClass ( TSubclassOf< UItemDefinition > ItemClass,
int Count = 1,
EInventorySlotKind Inventory = EInventorySlotKind :: BasicInventory )

Removes items of the given class from the given inventory. Returns how many items were removed in total.

◆ StaticClass()

UClass StaticClass ( )
static

◆ TakeOutItemOfKind()

bool TakeOutItemOfKind ( TSubclassOf< UItemDefinition > ItemKind)

Tries to find and take out 1 item of the given kind, does not wait for any animations. Returns true if such an item was found.

◆ TakeOutTorch()

bool TakeOutTorch ( )

Tries to find and take out a torch, does not wait for any animations. Returns true if a torch was found and equipped.

◆ UnequipArmor()

bool UnequipArmor ( )

Moves any armor currently in the Armor Slot back to the MainContainer.

◆ UnEquipItem()

void UnEquipItem ( ) const

Puts away the item the character is currently holding.

◆ UnequipWeapons()

bool UnequipWeapons ( )

Moves any weapons (melee + ranged) back to main container. Returns true if something was unequipped.

Member Data Documentation

◆ AllMeleeWeapons

const TSet<UWeaponMeleeDefinition> AllMeleeWeapons

Returns a list of all kinds of melee weapons that are inside this inventory.

◆ AllRangedWeapons

const TSet<UWeaponArcheryDefinition> AllRangedWeapons

Returns a list of all kinds of ranged weapons that are inside this inventory.

◆ AllWeapons

const TSet<UWeaponDefinition> AllWeapons

Returns a list of all kinds of weapons that are inside this inventory.

◆ EquippedArmor

const UArmorDefinition EquippedArmor

Returns the armor the character has equipped.

◆ EquippedArmorType

const FGameplayTag EquippedArmorType

Returns the type tag of the armor the character has equipped. Empty tag if the character has no melee weapon equipped.

◆ EquippedArmorVisualsDefinition

const UArmorVisualsDefinition EquippedArmorVisualsDefinition

Returns the visuals definition of the worn Armor. May be null.

◆ FirstEquippedMeleeWeapon

const UWeaponMeleeDefinition FirstEquippedMeleeWeapon

Returns the first equipped melee weapon in slot order.

◆ FirstEquippedRangedWeapon

const UWeaponRangedDefinition FirstEquippedRangedWeapon

Returns the first equipped melee weapon in slot order.

◆ Items

const TSet<UItemDefinition> Items

Returns an array of all items with a count of at least 1 that are inside this inventory.