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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
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.
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static |
| ELoadingScreenType GetCurrentLoadingScreenType | ( | ) | const |
| bool IsQuestInState | ( | TSubclassOf< UQuest > | _QuestClass, |
| TArray< EQuestState > | _ValidStates ) const |
| void SetCurrentLoadingScreenType | ( | ELoadingScreenType | LoadingScreenType | ) |
| void SetGameInstance | ( | UGameInstance | GameInstance | ) |
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static |
| ELoadingScreenType CurrentLoadingScreenType |