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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UObject based class for handling mobile events. Having this object as an option gives the app lifetime access to these global delegates. The component UApplicationLifecycleComponent is destroyed at level loads. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameInstance | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Variables | |
| FPlatformStartupArgumentsDelegate__PlatformGameInstance | ApplicationReceivedStartupArgumentsDelegate |
| Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one. | |
| FPlatformDelegate__PlatformGameInstance | ApplicationHasReactivatedDelegate |
| Called when the application has been reactivated (reverse any processing done in the Deactivate delegate). | |
| FPlatformDelegate__PlatformGameInstance | ApplicationWillEnterBackgroundDelegate |
| This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning. | |
| FPlatformDelegate__PlatformGameInstance | ApplicationHasEnteredForegroundDelegate |
| Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate). | |
| FPlatformDelegate__PlatformGameInstance | ApplicationWillTerminateDelegate |
| This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead. | |
| FPlatformDelegate__PlatformGameInstance | ApplicationShouldUnloadResourcesDelegate |
| Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc. | |
| FPlatformDelegate__PlatformGameInstance | ApplicationWillDeactivateDelegate |
| This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc... | |
| FPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance | ApplicationRegisteredForRemoteNotificationsDelegate |
| called when the user grants permission to register for remote notifications | |
| FPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance | ApplicationRegisteredForUserNotificationsDelegate |
| called when the user grants permission to register for notifications | |
| FPlatformFailedToRegisterForRemoteNotificationsDelegate__PlatformGameInstance | ApplicationFailedToRegisterForRemoteNotificationsDelegate |
| called when the application fails to register for remote notifications | |
| FPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance | ApplicationReceivedRemoteNotificationDelegate |
| called when the application receives a remote notification | |
| FPlatformReceivedLocalNotificationDelegate__PlatformGameInstance | ApplicationReceivedLocalNotificationDelegate |
| called when the application receives a local notification | |
| FPlatformScreenOrientationChangedDelegate__PlatformGameInstance | ApplicationReceivedScreenOrientationChangedNotificationDelegate |
| called when the application receives a screen orientation change notification | |
| Public Attributes inherited from UGameInstance | |
| FOnUserInputDeviceConnectionChange | OnInputDeviceConnectionChange |
| Callback for when an input device connection state has changed (a new gamepad was connected or disconnected). | |
| FOnUserInputDevicePairingChange | OnUserInputDevicePairingChange |
| Callback when an input device has changed pairings (the owning platform user has changed for that device). | |
| const int | NumLocalPlayers |
| const ULocalPlayer | FirstGamePlayer |
| FOnPawnControllerChanged | OnPawnControllerChangedDelegates |
| gets triggered shortly after a pawn's controller is set. Most of the time it signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once | |
| 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 |
Additional Inherited Members | |
| Public Member Functions inherited from UGameInstance | |
| ULocalPlayer | FindLocalPlayerFromControllerId (int ControllerId) const |
| ULocalPlayer | CreateLocalPlayer (int ControllerId, FString &OutError, bool bSpawnPlayerController) |
| ULocalPlayer | CreateLocalPlayer (FPlatformUserId UserId, FString &OutError, bool bSpawnPlayerController) |
| int | AddLocalPlayer (ULocalPlayer NewPlayer, FPlatformUserId UserId) |
| bool | RemoveLocalPlayer (ULocalPlayer ExistingPlayer) |
| int | GetNumLocalPlayers () const |
| ULocalPlayer | GetLocalPlayerByIndex (int Index) const |
| APlayerController | GetFirstLocalPlayerController (const UWorld World=nullptr) const |
| ULocalPlayer | CreateInitialPlayer (FString &OutError) |
| ULocalPlayer | FindLocalPlayerFromUniqueNetId (FUniqueNetIdRepl UniqueNetId) const |
| ULocalPlayer | GetFirstGamePlayer () const |
| void | HandleNetworkError (ENetworkFailure FailureType, bool bIsServer) |
| Opportunity for blueprints to handle network errors. | |
| void | HandleTravelError (ETravelFailure FailureType) |
| Opportunity for blueprints to handle travel errors. | |
| void | Init () |
| Opportunity for blueprints to handle the game instance being initialized. | |
| void | Shutdown () |
| Opportunity for blueprints to handle the game instance being shutdown. | |
| 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 |
UObject based class for handling mobile events. Having this object as an option gives the app lifetime access to these global delegates. The component UApplicationLifecycleComponent is destroyed at level loads.
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static |
| FPlatformFailedToRegisterForRemoteNotificationsDelegate__PlatformGameInstance ApplicationFailedToRegisterForRemoteNotificationsDelegate |
called when the application fails to register for remote notifications
| FPlatformDelegate__PlatformGameInstance ApplicationHasEnteredForegroundDelegate |
Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate).
| FPlatformDelegate__PlatformGameInstance ApplicationHasReactivatedDelegate |
Called when the application has been reactivated (reverse any processing done in the Deactivate delegate).
| FPlatformReceivedLocalNotificationDelegate__PlatformGameInstance ApplicationReceivedLocalNotificationDelegate |
called when the application receives a local notification
| FPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance ApplicationReceivedRemoteNotificationDelegate |
called when the application receives a remote notification
| FPlatformScreenOrientationChangedDelegate__PlatformGameInstance ApplicationReceivedScreenOrientationChangedNotificationDelegate |
called when the application receives a screen orientation change notification
| FPlatformStartupArgumentsDelegate__PlatformGameInstance ApplicationReceivedStartupArgumentsDelegate |
Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.
| FPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance ApplicationRegisteredForRemoteNotificationsDelegate |
called when the user grants permission to register for remote notifications
| FPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance ApplicationRegisteredForUserNotificationsDelegate |
called when the user grants permission to register for notifications
| FPlatformDelegate__PlatformGameInstance ApplicationShouldUnloadResourcesDelegate |
Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.
| FPlatformDelegate__PlatformGameInstance ApplicationWillDeactivateDelegate |
This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc...
| FPlatformDelegate__PlatformGameInstance ApplicationWillEnterBackgroundDelegate |
This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.
| FPlatformDelegate__PlatformGameInstance ApplicationWillTerminateDelegate |
This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.