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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure. More...
Public Member Functions | |
Functions | |
| void | SetName (FName Value) |
| A unique name for this player mapping to be saved with. | |
| 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 UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Settings | |
| FText | DisplayName |
| The localized display name of this key mapping. Use this when displaying the mappings to a user. | |
| FText | DisplayCategory |
| The category that this player mapping is in. | |
| FGameplayTagContainer | SupportedKeyProfiles |
| If this key mapping should only be added when a specific key profile is equipped, then set those here. | |
| UObject | Metadata |
| Metadata that can used to store any other related items to this key mapping such as icons, ability assets, etc. | |
| 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 |
Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure.
| void SetName | ( | FName | Value | ) |
A unique name for this player mapping to be saved with.
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static |
| FText DisplayCategory |
The category that this player mapping is in.
| FText DisplayName |
The localized display name of this key mapping. Use this when displaying the mappings to a user.
| UObject Metadata |
Metadata that can used to store any other related items to this key mapping such as icons, ability assets, etc.
| FGameplayTagContainer SupportedKeyProfiles |
If this key mapping should only be added when a specific key profile is equipped, then set those here.
If this is empty, then the key mapping will not be filtered out based on the current profile.