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

Upon entering, teleport a character somewhere. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UStoryActionRegionTrait
static UClass StaticClass ()
Static Public Member Functions inherited from URegionTrait
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

StoryAction
TSubclassOf< UAIState_DailyRoutine > DailyRoutineAfterTeleport
 If set, the teleported characters daily routine will be changed after the teleport happened.
FInteractionSpotHandle TargetSpot
 Spot where the character will be teleported to.
bool bKeepDefeatedStateAfterTeleport
 If false, when the to-be-teleported character was defeated (not dead, but on on the ground), it will skip that and stand up before teleporting. If true, no changes will be made to the character, it will still be defeated after teleporting, if it was defeated before.
FName TeleportCharacterUniqueName
 Teleport this character.
Public Attributes inherited from UStoryActionRegionTrait
FGameplayTagContainer IgnoreCharactersEnteringWith
 If non-empty, don't handle characters that have one of these tags applied while entering the volume.
TArray< FRegionStoryActionCharacterCondition > CharacterRequirements
 Require these Characters to be somewhere, doing something.
FClockTimeRange RequiredClockTime
 Clock time must be between this for the trait to be allowed to trigger.
EStoryActionRegionRequirementsMode RequirementsMustBe
 Inverts QuestRequirements and CharacterRequirements if wanted.
FGameplayTagContainer HandleCharactersEnteringWith
 If non-empty, only handle characters that have one of these tags applied while entering the volume.
TMap< TSubclassOf< UQuest >, FRegionStoryActionQuestCondition > QuestRequirements
 Require quests to be in a specific state before this is allowed to trigger.
TArray< FName > HandleCharacterUniqueNames
 Only handle characters with these unique names. Ignore all others. If empty, all are handled.
bool bEnableTriggerLimit
int NumTimesToTrigger
 How often can this action be triggered?
const FCharacterUniqueName Hero
 Returns the main hero characters.
const TArray< AGothicPlayerState > AllPlayers
 Returns all hero characters.
Public Attributes inherited from URegionTrait
bool bRequireLocalPlayer
 If the entering character is a player, only allow this trait if it's also the local player.
bool bHandlePlayerCharacters
 Events will be handled when player controlled characters enter.
bool bHandleNonPlayerCharacters
 Events will be handled when non-player controlled characters enter.
bool bServerOnly
 Only ever handle characters if this trait is on the Server.
bool bAllowSpatiallyLoaded
 If true, this region trait allows the owning actor to be spatially loaded. If any trait has this set to false, the whole actor will not be spatially loaded.
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

Additional Inherited Members

Public Member Functions inherited from UStoryActionRegionTrait
TArray< AGothicPlayerState > GetAllPlayers () const
 Returns all hero characters.
FCharacterUniqueName GetHero () const
 Returns the main hero characters.
FCharacterUniqueName FindCharacter (FName CharacterUniqueName) const
 Returns the characters matching the given name.
Public Member Functions inherited from URegionTrait
void HandleCharacterLeavingRegion (AGothicCharacterState CharacterState)
 Override to specify what should happen when a character left this region.
void HandleHandleOwnerEndPlay ()
 Override to specify what should happen when a character left this region.
bool ShouldHandleCharacter (const AGothicCharacterState CharacterState) const
 Override to filter for which characters the HandleCharacter functions will be called.
float32 GetDistanceToCollisionFromPoint (FVector Point) const
 Get Distance from given point to closest point on collision.
void HandleCharacterEnteringRegion (AGothicCharacterState CharacterState)
 Override to specify what should happen when a character entered this region.
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

Detailed Description

Upon entering, teleport a character somewhere.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bKeepDefeatedStateAfterTeleport

bool bKeepDefeatedStateAfterTeleport

If false, when the to-be-teleported character was defeated (not dead, but on on the ground), it will skip that and stand up before teleporting. If true, no changes will be made to the character, it will still be defeated after teleporting, if it was defeated before.

◆ DailyRoutineAfterTeleport

TSubclassOf<UAIState_DailyRoutine> DailyRoutineAfterTeleport

If set, the teleported characters daily routine will be changed after the teleport happened.

◆ TargetSpot

Spot where the character will be teleported to.

◆ TeleportCharacterUniqueName

FName TeleportCharacterUniqueName

Teleport this character.