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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Selects sounds from a random set. More...
Public Member Functions | |
Functions | |
| void | SetbRandomizeWithoutReplacement (bool Value) |
| Determines whether or not this SoundNodeRandom should randomize with or without replacement. | |
| void | SetbShouldExcludeFromBranchCulling (bool Value) |
| If set to true, this random node will not be culled on load for platforms with a maximum amount of preloaded random branches set in project settings. | |
| 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 USoundNode | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Random | |
| int | PreselectAtLevelLoad |
| If greater than 0, then upon each level load such a number of inputs will be randomly selected and the rest will be removed. This can be used to cut down the memory usage of large randomizing cues. | |
| TArray< float32 > | Weights |
| Public Attributes inherited from USoundNode | |
| TArray< TObjectPtr< USoundNode > > | ChildNodes |
| 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 |
Selects sounds from a random set.
| void SetbRandomizeWithoutReplacement | ( | bool | Value | ) |
Determines whether or not this SoundNodeRandom should randomize with or without replacement.
WithoutReplacement means that only nodes left will be valid for selection. So with that, you are guarenteed to have only one occurrence of the sound played until all of the other sounds in the set have all been played.
WithReplacement means that a node will be chosen and then placed back into the set. So one could play the same sound over and over if the probabilities don't go your way :-)
| void SetbShouldExcludeFromBranchCulling | ( | bool | Value | ) |
If set to true, this random node will not be culled on load for platforms with a maximum amount of preloaded random branches set in project settings.
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static |
| int PreselectAtLevelLoad |
If greater than 0, then upon each level load such a number of inputs will be randomly selected and the rest will be removed. This can be used to cut down the memory usage of large randomizing cues.
| TArray<float32> Weights |