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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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This is the complete list of members for UPerceptionSystem, including all inherited members.
| BroadcastPerceptionEvent(FGameplayTag EventTag, FVector AtLocation, const AActor OriginActor, const AActor TargetActor, const AActor InstigatorActor, const AActor AffectedActor, const AActor EffectCauser, FGameplayTagContainer EffectCauserTags, float32 Magnitude=0.000000, float32 EstimatedSecondsUntilImpact=0.000000) | UPerceptionSystem | |
| CanAnyPlayerSee(const AActor Actor, float32 MinTimeSeconds=0.000000, float32 AwarenessThreshold=0.000000) const | UPerceptionSystem | |
| CanSee(const AGothicCharacter Character, const AGothicCharacter Other, float32 MinTimeSeconds=0.000000, float32 AwarenessThreshold=0.000000) const | UPerceptionSystem | |
| CanSense(const AGothicCharacter Character, const AGothicCharacter Other, float32 MinTimeSeconds=0.000000) const | UPerceptionSystem | |
| DebugGetIgnorePlayerPerceptionsRef() | UPerceptionSystem | static |
| FillPerceivedAgent(FPerceivedAgent &Out, FPerceptionAgentHandle Sensing, FPerceptionAgentHandle Perceived) const | UPerceptionSystem | |
| Get() | UPerceptionSystem | static |
| GetAgentTagsOfActor(AActor Actor) const | UPerceptionSystem | |
| GetAgentTagsOfAgent(FPerceptionAgentHandle Agent) const | UPerceptionSystem | |
| GetAllCharactersSensing(const AActor SensedActor, EPerceptionSense ViaSense, FGameplayTagContainer IncludeCharactersWith, FGameplayTagContainer ExcludeCharactersWith, float32 MinAwareness=50.000000) const | UPerceptionSystem | |
| GetAllHostilesSensingCharacter(const AGothicCharacter SensedCharacter, EPerceptionSense ViaSense, FGameplayTagContainer IncludeCharactersWith, FGameplayTagContainer ExcludeCharactersWith, float32 MinAwareness=50.000000) const | UPerceptionSystem | |
| GetAllSensedCharacters(AGothicCharacter PerceivedBy, FGameplayTagContainer IncludeCharactersWith, FGameplayTagContainer ExcludeCharactersWith, EPerceptionSense ViaSense=EPerceptionSense ::None, bool bRequiresFullAwareness=false, float32 MinAwareness=50.000000) const | UPerceptionSystem | |
| GetAllSensedCharactersWithRelationship(AGothicCharacter PerceivedBy, ERelationship Relationship, ERelationshipHostility Hostility, FGameplayTagContainer IncludeCharactersWith, FGameplayTagContainer ExcludeCharactersWith, EPerceptionSense ViaSense=EPerceptionSense ::None, bool bRequiresFullAwareness=false, float32 MinAwareness=50.000000) const | UPerceptionSystem | |
| GetCharactersPerceivedByHandler(FPerceptionHandlerHandle HandlerHandle, bool bCheckForTags=true) const | UPerceptionSystem | |
| GetHearingCapabilities(const UCharacterPerceptionComponent CharacterPerceptionComponent) const | UPerceptionSystem | |
| GetItemsPerceivedByHandler(FPerceptionHandlerHandle HandlerHandle) const | UPerceptionSystem | |
| GetSightCapabilities(const UCharacterPerceptionComponent CharacterPerceptionComponent) const | UPerceptionSystem | |
| GetViewTargetAgent(FPerceptionAgentHandle SensingAgent) const | UPerceptionSystem | |
| HasFreeLineOfSightBetween(const AGothicCharacter Character, const AGothicCharacter Other) const | UPerceptionSystem | |
| HasPotentialPathBetween(const AGothicCharacter Character, const AGothicCharacter Other) const | UPerceptionSystem | |
| IsInHearingRangeOfAnyPlayer(const AActor Actor, EPerceptionNoiseLoudness Loudness) const | UPerceptionSystem | |
| ReportSoundShort(AActor Instigator, FGameplayTag SoundTag, FVector AtLocation, EPerceptionNoiseLoudness Loudness, float32 WaitSeconds=0.000000, bool IsBoundToOriginActor=true) | UPerceptionSystem | |
| ReportSoundWithDuration(AActor Instigator, FGameplayTag SoundTag, FVector AtLocation, EPerceptionNoiseLoudness Loudness, float32 Duration, bool IsBoundToOriginActor=true) | UPerceptionSystem | |
| ReportSoundWithInfiniteDuration(AActor Instigator, FGameplayTag SoundTag, FVector AtLocation, EPerceptionNoiseLoudness Loudness, bool IsBoundToOriginActor=true) | UPerceptionSystem | |
| StaticClass() | UPerceptionSystem | static |
| StopSoundEvent(FPerceptionSoundAreaHandle AreaEventHandle) | UPerceptionSystem | |
| TestRemoveAllPerceptionHandlers() | UPerceptionSystem | |
| TryCreatePerceptionEvent(const AGothicCharacter EventSensedBy, FGameplayTag EventTag, FVector AtLocation, FVector AtNavLocation, const AActor OriginActor, const AActor TargetActor, const AActor InstigatorActor, const AActor AffectedActor, FRememberedPerception &Perception) | UPerceptionSystem |