Calculates the relationship between two characters, depending on their guild, memories, game state, etc.
More...
|
| TArray< AGothicCharacterState > | FindAllCharactersWithRelationshipInRadius (const AGothicCharacterState Me, FVector QueryLocation, float32 QueryRadius, ERelationship Relationship) const |
| | Returns a list of all nearby characters (excluding the given one) that have the given relationship to "Me". Note: only considers Loaded characters.
|
| FPersonalRelationshipEvaluation | PersonalRelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other) const |
| | Returns how much character 'Me' likes character 'Other' from a personal standpoint (not looking at guild/species) Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).
|
| FRelationshipEvaluation | RelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other, float32 MaxAgeSeconds=10.000000, bool bStaticOnly=false) const |
| | Returns how much character 'Me' likes character 'Other'. Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).
|
| FStaticRelationshipEvaluation | StaticRelationshipBetween (FGameplayTag MySpecies, FGameplayTag OtherSpecies, FGameplayTag MyGuild, FGameplayTag OtherGuild) const |
| | Static relationship between this species/guild.
|
| FPersonalRelationshipEvaluation | ActivePersonalRelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other) const |
| | Same as PersonalRelationshipBetween, but only runs ActiveModifiers.
|
| 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 |
Calculates the relationship between two characters, depending on their guild, memories, game state, etc.
For example, people from the Old Camp won't like members of the New Camp.