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

Encapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation. More...

Public Member Functions

Functions
void SetbNotifyWhenEnabled (bool Value)
 should link notify nearby agents when it changes state to enabled
void SetbNotifyWhenDisabled (bool Value)
 should link notify nearby agents when it changes state to disabled
void SetbCreateBoxObstacle (bool Value)
 if set, box obstacle area will be added to generation
void SetbLinkEnabled (bool Value)
 is link currently in enabled state? (area class)
Public Member Functions inherited from UNavRelevantComponent
void SetNavigationRelevancy (bool bRelevant)
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 UNavLinkCustomComponent Get (const AActor Actor, FName WithName=NAME_None)
static UNavLinkCustomComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UNavLinkCustomComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UNavRelevantComponent
static UNavRelevantComponent Get (const AActor Actor, FName WithName=NAME_None)
static UNavRelevantComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UNavRelevantComponent 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

Broadcast
ECollisionChannel BroadcastChannel
 trace channel for state change broadcast
float32 BroadcastInterval
 interval for state change broadcast (0 = single broadcast)
float32 BroadcastRadius
 radius of state change broadcast
Obstacle
FVector ObstacleOffset
 offset of simple box obstacle
FVector ObstacleExtent
 extent of simple box obstacle
TSubclassOf< UNavArea > ObstacleAreaClass
 area class for simple box obstacle
SmartLink
TSubclassOf< UNavArea > EnabledAreaClass
 area class to use when link is enabled
ENavLinkDirection LinkDirection
 direction of link
FVector LinkRelativeStart
 start point, relative to owner
FNavAgentSelector SupportedAgents
 restrict area only to specified agents
TSubclassOf< UNavArea > DisabledAreaClass
 area class to use when link is disabled
FVector LinkRelativeEnd
 end point, relative to owner
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

Encapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation.

Additional functionality:

  • can be toggled
  • can create obstacle area for easier/forced separation of link end points
  • can broadcast state changes to nearby agents

Member Function Documentation

◆ Create()

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

◆ Get()

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

◆ GetOrCreate()

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

◆ SetbCreateBoxObstacle()

void SetbCreateBoxObstacle ( bool Value)

if set, box obstacle area will be added to generation

◆ SetbLinkEnabled()

void SetbLinkEnabled ( bool Value)

is link currently in enabled state? (area class)

◆ SetbNotifyWhenDisabled()

void SetbNotifyWhenDisabled ( bool Value)

should link notify nearby agents when it changes state to disabled

◆ SetbNotifyWhenEnabled()

void SetbNotifyWhenEnabled ( bool Value)

should link notify nearby agents when it changes state to enabled

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BroadcastChannel

ECollisionChannel BroadcastChannel

trace channel for state change broadcast

◆ BroadcastInterval

float32 BroadcastInterval

interval for state change broadcast (0 = single broadcast)

◆ BroadcastRadius

float32 BroadcastRadius

radius of state change broadcast

◆ DisabledAreaClass

TSubclassOf<UNavArea> DisabledAreaClass

area class to use when link is disabled

◆ EnabledAreaClass

TSubclassOf<UNavArea> EnabledAreaClass

area class to use when link is enabled

◆ LinkDirection

ENavLinkDirection LinkDirection

direction of link

◆ LinkRelativeEnd

FVector LinkRelativeEnd

end point, relative to owner

◆ LinkRelativeStart

FVector LinkRelativeStart

start point, relative to owner

◆ ObstacleAreaClass

TSubclassOf<UNavArea> ObstacleAreaClass

area class for simple box obstacle

◆ ObstacleExtent

FVector ObstacleExtent

extent of simple box obstacle

◆ ObstacleOffset

FVector ObstacleOffset

offset of simple box obstacle

◆ SupportedAgents

FNavAgentSelector SupportedAgents

restrict area only to specified agents