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

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

Detailed Description

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.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ApplicationFailedToRegisterForRemoteNotificationsDelegate

FPlatformFailedToRegisterForRemoteNotificationsDelegate__PlatformGameInstance ApplicationFailedToRegisterForRemoteNotificationsDelegate

called when the application fails to register for remote notifications

◆ ApplicationHasEnteredForegroundDelegate

FPlatformDelegate__PlatformGameInstance ApplicationHasEnteredForegroundDelegate

Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate).

◆ ApplicationHasReactivatedDelegate

FPlatformDelegate__PlatformGameInstance ApplicationHasReactivatedDelegate

Called when the application has been reactivated (reverse any processing done in the Deactivate delegate).

◆ ApplicationReceivedLocalNotificationDelegate

FPlatformReceivedLocalNotificationDelegate__PlatformGameInstance ApplicationReceivedLocalNotificationDelegate

called when the application receives a local notification

◆ ApplicationReceivedRemoteNotificationDelegate

FPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance ApplicationReceivedRemoteNotificationDelegate

called when the application receives a remote notification

◆ ApplicationReceivedScreenOrientationChangedNotificationDelegate

FPlatformScreenOrientationChangedDelegate__PlatformGameInstance ApplicationReceivedScreenOrientationChangedNotificationDelegate

called when the application receives a screen orientation change notification

◆ ApplicationReceivedStartupArgumentsDelegate

FPlatformStartupArgumentsDelegate__PlatformGameInstance ApplicationReceivedStartupArgumentsDelegate

Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

◆ ApplicationRegisteredForRemoteNotificationsDelegate

FPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance ApplicationRegisteredForRemoteNotificationsDelegate

called when the user grants permission to register for remote notifications

◆ ApplicationRegisteredForUserNotificationsDelegate

FPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance ApplicationRegisteredForUserNotificationsDelegate

called when the user grants permission to register for notifications

◆ ApplicationShouldUnloadResourcesDelegate

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.

◆ ApplicationWillDeactivateDelegate

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...

◆ ApplicationWillEnterBackgroundDelegate

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.

◆ ApplicationWillTerminateDelegate

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.