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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Static Public Member Functions | |
Static Functions | |
| static UMotionWarpingComponent | Get (const AActor Actor, FName WithName=NAME_None) |
| static UMotionWarpingComponent | GetOrCreate (AActor Actor, FName WithName=NAME_None) |
| static UMotionWarpingComponent | 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 | |
Config | |
| bool | bSearchForWindowsInAnimsWithinMontages |
| Whether to look inside animations within montage when looking for warping windows. | |
| 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 |
Motion Warping | |
| FMotionWarpingPreUpdate | OnPreUpdate |
| Event called before Root Motion Modifiers are updated. | |
| int | RemoveAllWarpTargets () |
| Removes all warp targets. | |
| void | AddOrUpdateWarpTargetFromComponent (FName WarpTargetName, const USceneComponent Component, FName BoneName, bool bFollowComponent, FVector LocationOffset=FVector(), FRotator RotationOffset=FRotator()) |
| Create and adds or update a target associated with a specified name. | |
| void | AddOrUpdateWarpTargetFromLocation (FName WarpTargetName, FVector TargetLocation) |
| Create and adds or update a target associated with a specified name. | |
| void | AddOrUpdateWarpTargetFromLocationAndRotation (FName WarpTargetName, FVector TargetLocation, FRotator TargetRotation) |
| Create and adds or update a target associated with a specified name. | |
| void | AddOrUpdateWarpTargetFromTransform (FName WarpTargetName, FTransform TargetTransform) |
| Create and adds or update a target associated with a specified name. | |
| void | DisableAllRootMotionModifiers () |
| Mark all the modifiers as Disable. | |
| void | AddOrUpdateWarpTarget (FMotionWarpingTarget WarpTarget) |
| Adds or update a warp target. | |
| int | RemoveWarpTarget (FName WarpTargetName) |
| Removes the warp target associated with the specified key. | |
Additional Inherited Members | |
| 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 |
| void AddOrUpdateWarpTarget | ( | FMotionWarpingTarget | WarpTarget | ) |
Adds or update a warp target.
| void AddOrUpdateWarpTargetFromComponent | ( | FName | WarpTargetName, |
| const USceneComponent | Component, | ||
| FName | BoneName, | ||
| bool | bFollowComponent, | ||
| FVector | LocationOffset = FVector ( ), | ||
| FRotator | RotationOffset = FRotator ( ) ) |
Create and adds or update a target associated with a specified name.
| WarpTargetName | Warp target identifier |
| Component | Scene Component used to get the target transform |
| BoneName | Optional bone or socket in the component used to get the target transform. |
| bFollowComponent | Whether the target transform should update while the warping is active. Useful for tracking moving targets. Note that this will be one frame off if our owner ticks before the target actor. Add tick pre-requisites to avoid this. |
| LocationOffset | Optional translation offset to apply to the transform we get from the component |
| RotationOffset | Optional rotation offset to apply to the transform we get from the component |
Create and adds or update a target associated with a specified name.
| WarpTargetName | Warp target identifier |
| TargetLocation | Location for the warp target |
| void AddOrUpdateWarpTargetFromLocationAndRotation | ( | FName | WarpTargetName, |
| FVector | TargetLocation, | ||
| FRotator | TargetRotation ) |
Create and adds or update a target associated with a specified name.
| WarpTargetName | Warp target identifier |
| TargetLocation | Location for the warp target |
| void AddOrUpdateWarpTargetFromTransform | ( | FName | WarpTargetName, |
| FTransform | TargetTransform ) |
Create and adds or update a target associated with a specified name.
| WarpTargetName | Warp target identifier |
| TargetTransform | Transform used to set the location and rotation for the warp target |
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| void DisableAllRootMotionModifiers | ( | ) |
Mark all the modifiers as Disable.
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| int RemoveAllWarpTargets | ( | ) |
Removes all warp targets.
| int RemoveWarpTarget | ( | FName | WarpTargetName | ) |
Removes the warp target associated with the specified key.
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| bool bSearchForWindowsInAnimsWithinMontages |
Whether to look inside animations within montage when looking for warping windows.
| FMotionWarpingPreUpdate OnPreUpdate |
Event called before Root Motion Modifiers are updated.