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

Says where the owning character wants to be right now. (e.g. Daily Routine waypoint). More...

Public Member Functions

Functions
void PreferAnywhere ()
 Makes the character not care where they are.
FVector GetCenterPoint () const
 Returns the center position of our preferred location.
float32 GetDistanceFromActor (const AActor Actor) const
 Returns how far the given actor's collision is from its preferred location (0 if inside or not set) Note: This will query from the actors "feet location" and respects the actors simple collision radius.
float32 GetDistanceFromPosition (FVector Position) const
 Returns how far the given position is from its preferred location (0 if inside or not set).
float32 GetDistanceFromSelf () const
 Returns how far the owning actor is from its preferred location (0 if inside or not set).
float32 GetRadiusFromCenter () const
 Returns the radius as seen from the center of our preferred location.
FVector GetRandomPointWithin () const
 Returns a random reachable point within the preferred location (ActorLocation if none was set).
bool HasPreferredLocation () const
 Returns true if the owning actor has a preferred location.
bool IsInside () const
 Whether the owning actor is currently inside its preferred location. (Always false if not set).
bool IsPositionInside (FVector Position) const
 Whether the given position is inside this characeters preferred location. (Always false if not set).
bool IsPreferringAnyGivenWaypointByName (TArray< FName > WaypointNames, int &OutIdx) const
bool IsRememberingThisLocationName (FName RememberedLocationName) const
bool KnowsLocation (FName RememberedLocationName) const
 Returns true if this character remembers a location with the given name (e.g. HomeLocation).
bool GetCenterAndRadius (FVector &OutCenter, float32 &OutRadius) const
 Returns the center position and radius of our preferred location.
void PreferInteractionSpot (FInteractionSpotHandle Spot, float32 Radius=0.000000)
 Makes the character prefer to be at this interaction spot.
bool PreferLocationKnownAs (FName RememberedLocationName, float32 Radius=- 1.000000)
 Makes the character prefer to be at the location with the given name that was remembered using Remember...As().
void PreferPosition (FVector Position, float32 Radius)
 Makes the character prefer this position.
void PreferSpawnpoint (float32 Radius)
 Makes the character prefer to be around their spawning position.
void RememberInteractionSpotAs (FName RememberAs, FInteractionSpotHandle InteractionSpot, float32 Radius)
 Remember the given interactionspot under a specific name (e.g. HomeLocation).
void RememberPositionAs (FName RememberAs, FVector Position, float32 Radius)
 Remember the given position under a specific name (e.g. HomeLocation).
bool TryGetRememberedLocation (FName RememberedLocationName, FVector &Location) const
bool TryGetRememberedLocationOriginalName (FName RememberedLocationName, FName &OriginalName) const
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 UPreferredLocationComponent Get (const AActor Actor, FName WithName=NAME_None)
static UPreferredLocationComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UPreferredLocationComponent 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

PreferredLocationComponent
FRotator StartingRotation
 Rotation we've been spawned with.
FVector StartingPosition
 Location where we've been spawned at.
Variables
const float32 DistanceFromSelf
 Returns how far the owning actor is from its preferred location (0 if inside or not set).
const float32 RadiusFromCenter
 Returns the radius as seen from the center of our preferred location.
const FVector RandomPointWithin
 Returns a random reachable point within the preferred location (ActorLocation if none was set).
const FVector CenterPoint
 Returns the center position of our preferred location.
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

Says where the owning character wants to be right now. (e.g. Daily Routine waypoint).

Member Function Documentation

◆ Create()

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

◆ Get()

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

◆ GetCenterAndRadius()

bool GetCenterAndRadius ( FVector & OutCenter,
float32 & OutRadius ) const

Returns the center position and radius of our preferred location.

◆ GetCenterPoint()

FVector GetCenterPoint ( ) const

Returns the center position of our preferred location.

◆ GetDistanceFromActor()

float32 GetDistanceFromActor ( const AActor Actor) const

Returns how far the given actor's collision is from its preferred location (0 if inside or not set) Note: This will query from the actors "feet location" and respects the actors simple collision radius.

◆ GetDistanceFromPosition()

float32 GetDistanceFromPosition ( FVector Position) const

Returns how far the given position is from its preferred location (0 if inside or not set).

◆ GetDistanceFromSelf()

float32 GetDistanceFromSelf ( ) const

Returns how far the owning actor is from its preferred location (0 if inside or not set).

◆ GetOrCreate()

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

◆ GetRadiusFromCenter()

float32 GetRadiusFromCenter ( ) const

Returns the radius as seen from the center of our preferred location.

◆ GetRandomPointWithin()

FVector GetRandomPointWithin ( ) const

Returns a random reachable point within the preferred location (ActorLocation if none was set).

◆ HasPreferredLocation()

bool HasPreferredLocation ( ) const

Returns true if the owning actor has a preferred location.

◆ IsInside()

bool IsInside ( ) const

Whether the owning actor is currently inside its preferred location. (Always false if not set).

◆ IsPositionInside()

bool IsPositionInside ( FVector Position) const

Whether the given position is inside this characeters preferred location. (Always false if not set).

◆ IsPreferringAnyGivenWaypointByName()

bool IsPreferringAnyGivenWaypointByName ( TArray< FName > WaypointNames,
int & OutIdx ) const

◆ IsRememberingThisLocationName()

bool IsRememberingThisLocationName ( FName RememberedLocationName) const

◆ KnowsLocation()

bool KnowsLocation ( FName RememberedLocationName) const

Returns true if this character remembers a location with the given name (e.g. HomeLocation).

◆ PreferAnywhere()

void PreferAnywhere ( )

Makes the character not care where they are.

◆ PreferInteractionSpot()

void PreferInteractionSpot ( FInteractionSpotHandle Spot,
float32 Radius = 0.000000 )

Makes the character prefer to be at this interaction spot.

◆ PreferLocationKnownAs()

bool PreferLocationKnownAs ( FName RememberedLocationName,
float32 Radius = - 1.000000 )

Makes the character prefer to be at the location with the given name that was remembered using Remember...As().

Pass in a Radius >= 0 to override the radius specified when remembering this location.

Returns true, if there was such a location, false if the character did not know of a location like that.

◆ PreferPosition()

void PreferPosition ( FVector Position,
float32 Radius )

Makes the character prefer this position.

◆ PreferSpawnpoint()

void PreferSpawnpoint ( float32 Radius)

Makes the character prefer to be around their spawning position.

◆ RememberInteractionSpotAs()

void RememberInteractionSpotAs ( FName RememberAs,
FInteractionSpotHandle InteractionSpot,
float32 Radius )

Remember the given interactionspot under a specific name (e.g. HomeLocation).

◆ RememberPositionAs()

void RememberPositionAs ( FName RememberAs,
FVector Position,
float32 Radius )

Remember the given position under a specific name (e.g. HomeLocation).

◆ StaticClass()

UClass StaticClass ( )
static

◆ TryGetRememberedLocation()

bool TryGetRememberedLocation ( FName RememberedLocationName,
FVector & Location ) const

◆ TryGetRememberedLocationOriginalName()

bool TryGetRememberedLocationOriginalName ( FName RememberedLocationName,
FName & OriginalName ) const

Member Data Documentation

◆ CenterPoint

const FVector CenterPoint

Returns the center position of our preferred location.

◆ DistanceFromSelf

const float32 DistanceFromSelf

Returns how far the owning actor is from its preferred location (0 if inside or not set).

◆ RadiusFromCenter

const float32 RadiusFromCenter

Returns the radius as seen from the center of our preferred location.

◆ RandomPointWithin

const FVector RandomPointWithin

Returns a random reachable point within the preferred location (ActorLocation if none was set).

◆ StartingPosition

FVector StartingPosition

Location where we've been spawned at.

◆ StartingRotation

FRotator StartingRotation

Rotation we've been spawned with.