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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. Instances of native subclasses can be created directly as Data Assets in the editor and will use the name of the native class as the PrimaryAssetType. Or, blueprint subclasses can be created to add variables and then subclassed again by Data Only Blueprints that set those variables. With blueprint subclasses, use Data Only Blueprints (and not Data Asset instances) to properly handle data inheritance and updating the parent class. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UDataAsset | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| 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 |
| 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 |
A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. Instances of native subclasses can be created directly as Data Assets in the editor and will use the name of the native class as the PrimaryAssetType. Or, blueprint subclasses can be created to add variables and then subclassed again by Data Only Blueprints that set those variables. With blueprint subclasses, use Data Only Blueprints (and not Data Asset instances) to properly handle data inheritance and updating the parent class.
The PrimaryAssetType will be equal to the name of the first native class going up the hierarchy, or the highest level blueprint class. IE, if you have UPrimaryDataAsset -> UParentNativeClass -> UChildNativeClass -> DataOnlyBlueprintClass the type will be ChildNativeClass. Whereas if you have UPrimaryDataAsset -> ParentBlueprintClass -> DataOnlyBlueprintClass the type will be ParentBlueprintClass. To change this behavior, override GetPrimaryAssetId in your native class or copy those functions into a different native base class.
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