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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Base class for Blueprint based Tasks. More...
Public Member Functions | |
StateTree | |
| void | FinishTask (bool bSucceeded=true) |
| Finish the task and sets it's status. | |
Functions | |
| void | LatentEnterState (FStateTreeTransitionResult Transition) |
| Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks. | |
| void | LatentTick (float32 DeltaTime) |
| Called during state tree tick when the task is on active state. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks. | |
| void | StateCompleted (EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates) |
| Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state. | |
| void | ExitState (FStateTreeTransitionResult Transition) |
| Called when a current state is exited and task is part of active states. | |
| void | SetbShouldStateChangeOnReselect (bool Value) |
| If set to true, the task will receive EnterState/ExitState even if the state was previously active. Generally this should be true for action type tasks, like playing animation, and false on state like tasks like claiming a resource that is expected to be acquired on child states. | |
| void | SetbShouldCallTickOnlyOnEvents (bool Value) |
| If set to true, Tick() is called. Default false. | |
| void | SetbShouldCopyBoundPropertiesOnTick (bool Value) |
| If set to true, copy the values of bound properties before calling Tick(). Default true. | |
| void | SetbShouldCopyBoundPropertiesOnExitState (bool Value) |
| If set to true, copy the values of bound properties before calling ExitState(). Default true. | |
| Public Member Functions inherited from UStateTreeNodeBlueprintBase | |
| void | SendEvent (FStateTreeEvent Event) |
| Sends event to the StateTree. | |
| void | RequestTransition (FStateTreeStateLink TargetState, EStateTreeTransitionPriority Priority=EStateTreeTransitionPriority ::Normal) |
| Request state transition. | |
| 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 UStateTreeNodeBlueprintBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| 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 |
Base class for Blueprint based Tasks.
| void ExitState | ( | FStateTreeTransitionResult | Transition | ) |
Called when a current state is exited and task is part of active states.
| Transition | Describes the states involved in the transition |
| void FinishTask | ( | bool | bSucceeded = true | ) |
Finish the task and sets it's status.
| void LatentEnterState | ( | FStateTreeTransitionResult | Transition | ) |
Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
| Transition | Describes the states involved in the transition |
| void LatentTick | ( | float32 | DeltaTime | ) |
Called during state tree tick when the task is on active state. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
Triggering GameplayTasks and other latent action should generally be done on EnterState. Tick is called on each update (or event) and can cause huge amount of task added if the logic is not handled carefully. Tick should be generally be used for monitoring that require polling, or actions that require constant ticking.
Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
| DeltaTime | Time since last StateTree tick. |
| void SetbShouldCallTickOnlyOnEvents | ( | bool | Value | ) |
If set to true, Tick() is called. Default false.
| void SetbShouldCopyBoundPropertiesOnExitState | ( | bool | Value | ) |
If set to true, copy the values of bound properties before calling ExitState(). Default true.
| void SetbShouldCopyBoundPropertiesOnTick | ( | bool | Value | ) |
If set to true, copy the values of bound properties before calling Tick(). Default true.
| void SetbShouldStateChangeOnReselect | ( | bool | Value | ) |
If set to true, the task will receive EnterState/ExitState even if the state was previously active. Generally this should be true for action type tasks, like playing animation, and false on state like tasks like claiming a resource that is expected to be acquired on child states.
| void StateCompleted | ( | EStateTreeRunStatus | CompletionStatus, |
| const FStateTreeActiveStates | CompletedActiveStates ) |
Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
| CompletionStatus | Describes the running status of the completed state (Succeeded/Failed). |
| CompletedActiveStates | Active states at the time of completion. |
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