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

Temporary solution to provide the loading screen chapter scripts with info which loading screen to play In the end there should be a gameplay state system to query for the current chapter, which hasn't been implemented yet. More...

Public Member Functions

Functions
bool IsQuestInState (TSubclassOf< UQuest > _QuestClass, TArray< EQuestState > _ValidStates) const
void SetCurrentLoadingScreenType (ELoadingScreenType LoadingScreenType)
void SetGameInstance (UGameInstance GameInstance)
ELoadingScreenType GetCurrentLoadingScreenType () const
Public Member Functions inherited from UScriptEngineSubsystem
void Initialize ()
bool ShouldCreateSubsystem (UObject Outer) const
 FTickableGameObject implementation End.
void Tick (float32 DeltaTime)
void Deinitialize ()
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 ULoadingScreenHelperSubsystem Get ()
static UClass StaticClass ()
Static Public Member Functions inherited from UScriptEngineSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UEngineSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UDynamicSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from USubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Variables
ELoadingScreenType CurrentLoadingScreenType
Public Attributes inherited from UScriptEngineSubsystem
bool bIsTickableInEditor
 Enable this subsystem to tick in editor.
bool bIsTickableWhenPaused
 Enable this subsystem to tick when paused.
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

Temporary solution to provide the loading screen chapter scripts with info which loading screen to play In the end there should be a gameplay state system to query for the current chapter, which hasn't been implemented yet.

Member Function Documentation

◆ Get()

◆ GetCurrentLoadingScreenType()

ELoadingScreenType GetCurrentLoadingScreenType ( ) const

◆ IsQuestInState()

bool IsQuestInState ( TSubclassOf< UQuest > _QuestClass,
TArray< EQuestState > _ValidStates ) const

◆ SetCurrentLoadingScreenType()

void SetCurrentLoadingScreenType ( ELoadingScreenType LoadingScreenType)

◆ SetGameInstance()

void SetGameInstance ( UGameInstance GameInstance)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ CurrentLoadingScreenType

ELoadingScreenType CurrentLoadingScreenType