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

Utility object for moving physics objects around. More...

Public Member Functions

Physics|Components|PhysicsHandle
void SetAngularStiffness (float32 NewAngularStiffness)
 Set angular stiffness.
void GetTargetLocationAndRotation (FVector &TargetLocation, FRotator &TargetRotation) const
 Get the current location and rotation.
void GrabComponent (UPrimitiveComponent Component, FName InBoneName, FVector GrabLocation, bool bConstrainRotation)
void GrabComponentAtLocation (UPrimitiveComponent Component, FName InBoneName, FVector GrabLocation)
 Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.
void GrabComponentAtLocationWithRotation (UPrimitiveComponent Component, FName InBoneName, FVector Location, FRotator Rotation)
 Grab the specified component at a given location and rotation. Constrains rotation.
void ReleaseComponent ()
 Release the currently held component.
void SetAngularDamping (float32 NewAngularDamping)
 Set angular damping.
UPrimitiveComponent GetGrabbedComponent () const
 Returns the currently grabbed component, or null if nothing is grabbed.
void SetInterpolationSpeed (float32 NewInterpolationSpeed)
 Set interpolation speed.
void SetLinearDamping (float32 NewLinearDamping)
 Set linear damping.
void SetLinearStiffness (float32 NewLinearStiffness)
 Set linear stiffness.
void SetTargetLocation (FVector NewLocation)
 Set the target location.
void SetTargetLocationAndRotation (FVector NewLocation, FRotator NewRotation)
 Set target location and rotation.
void SetTargetRotation (FRotator NewRotation)
 Set the target rotation.
Functions
bool GetbSoftAngularConstraint () const
void SetbSoftAngularConstraint (bool Value)
bool GetbSoftLinearConstraint () const
void SetbSoftLinearConstraint (bool Value)
bool GetbInterpolateTarget () const
void SetbInterpolateTarget (bool Value)
const float32 & GetLinearDamping () const
 Linear damping of the handle spring.
const float32 & GetLinearStiffness () const
 Linear stiffness of the handle spring.
const float32 & GetAngularDamping () const
 Angular damping of the handle spring.
const float32 & GetAngularStiffness () const
 Angular stiffness of the handle spring.
const float32 & GetInterpolationSpeed () const
 How quickly we interpolate the physics target transform.
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 UPhysicsHandleComponent Get (const AActor Actor, FName WithName=NAME_None)
static UPhysicsHandleComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UPhysicsHandleComponent 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

PhysicsHandle
float32 LinearDamping
 Linear damping of the handle spring.
bool bSoftAngularConstraint
bool bSoftLinearConstraint
bool bInterpolateTarget
float32 LinearStiffness
 Linear stiffness of the handle spring.
float32 AngularDamping
 Angular damping of the handle spring.
float32 AngularStiffness
 Angular stiffness of the handle spring.
float32 InterpolationSpeed
 How quickly we interpolate the physics target transform.
Variables
const UPrimitiveComponent GrabbedComponent
 Component we are currently holding.
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

Utility object for moving physics objects around.

Member Function Documentation

◆ Create()

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

◆ Get()

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

◆ GetAngularDamping()

const float32 & GetAngularDamping ( ) const

Angular damping of the handle spring.

◆ GetAngularStiffness()

const float32 & GetAngularStiffness ( ) const

Angular stiffness of the handle spring.

◆ GetbInterpolateTarget()

bool GetbInterpolateTarget ( ) const

◆ GetbSoftAngularConstraint()

bool GetbSoftAngularConstraint ( ) const

◆ GetbSoftLinearConstraint()

bool GetbSoftLinearConstraint ( ) const

◆ GetGrabbedComponent()

UPrimitiveComponent GetGrabbedComponent ( ) const

Returns the currently grabbed component, or null if nothing is grabbed.

◆ GetInterpolationSpeed()

const float32 & GetInterpolationSpeed ( ) const

How quickly we interpolate the physics target transform.

◆ GetLinearDamping()

const float32 & GetLinearDamping ( ) const

Linear damping of the handle spring.

◆ GetLinearStiffness()

const float32 & GetLinearStiffness ( ) const

Linear stiffness of the handle spring.

◆ GetOrCreate()

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

◆ GetTargetLocationAndRotation()

void GetTargetLocationAndRotation ( FVector & TargetLocation,
FRotator & TargetRotation ) const

Get the current location and rotation.

◆ GrabComponent()

void GrabComponent ( UPrimitiveComponent Component,
FName InBoneName,
FVector GrabLocation,
bool bConstrainRotation )

◆ GrabComponentAtLocation()

void GrabComponentAtLocation ( UPrimitiveComponent Component,
FName InBoneName,
FVector GrabLocation )

Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.

◆ GrabComponentAtLocationWithRotation()

void GrabComponentAtLocationWithRotation ( UPrimitiveComponent Component,
FName InBoneName,
FVector Location,
FRotator Rotation )

Grab the specified component at a given location and rotation. Constrains rotation.

◆ ReleaseComponent()

void ReleaseComponent ( )

Release the currently held component.

◆ SetAngularDamping()

void SetAngularDamping ( float32 NewAngularDamping)

Set angular damping.

◆ SetAngularStiffness()

void SetAngularStiffness ( float32 NewAngularStiffness)

Set angular stiffness.

◆ SetbInterpolateTarget()

void SetbInterpolateTarget ( bool Value)

◆ SetbSoftAngularConstraint()

void SetbSoftAngularConstraint ( bool Value)

◆ SetbSoftLinearConstraint()

void SetbSoftLinearConstraint ( bool Value)

◆ SetInterpolationSpeed()

void SetInterpolationSpeed ( float32 NewInterpolationSpeed)

Set interpolation speed.

◆ SetLinearDamping()

void SetLinearDamping ( float32 NewLinearDamping)

Set linear damping.

◆ SetLinearStiffness()

void SetLinearStiffness ( float32 NewLinearStiffness)

Set linear stiffness.

◆ SetTargetLocation()

void SetTargetLocation ( FVector NewLocation)

Set the target location.

◆ SetTargetLocationAndRotation()

void SetTargetLocationAndRotation ( FVector NewLocation,
FRotator NewRotation )

Set target location and rotation.

◆ SetTargetRotation()

void SetTargetRotation ( FRotator NewRotation)

Set the target rotation.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AngularDamping

float32 AngularDamping

Angular damping of the handle spring.

◆ AngularStiffness

float32 AngularStiffness

Angular stiffness of the handle spring.

◆ bInterpolateTarget

bool bInterpolateTarget

◆ bSoftAngularConstraint

bool bSoftAngularConstraint

◆ bSoftLinearConstraint

bool bSoftLinearConstraint

◆ GrabbedComponent

const UPrimitiveComponent GrabbedComponent

Component we are currently holding.

◆ InterpolationSpeed

float32 InterpolationSpeed

How quickly we interpolate the physics target transform.

◆ LinearDamping

float32 LinearDamping

Linear damping of the handle spring.

◆ LinearStiffness

float32 LinearStiffness

Linear stiffness of the handle spring.