|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Functions | |
Input | |
| FPlayerMappableKeySlot & | GetSecondPlayerMappableKeySlot () |
| void | BreakInputActionValue (FInputActionValue InActionValue, float &X, float &Y, float &Z, EInputActionValueType &Type) |
| Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0. | |
| FPlayerMappableKeySlot & | GetFirstPlayerMappableKeySlot () |
| FPlayerMappableKeySlot & | GetFourthPlayerMappableKeySlot () |
| FName | GetMappingName (FEnhancedActionKeyMapping ActionKeyMapping) |
| Returns the name of the mapping based on setting behavior used. If no name is found in the Mappable Key Settings it will return the name set in Player Mappable Options if bIsPlayerMappable is true. | |
| UPlayerMappableKeySettings | GetPlayerMappableKeySettings (FEnhancedActionKeyMapping ActionKeyMapping) |
| Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior. | |
| FPlayerMappableKeySlot & | GetThirdPlayerMappableKeySlot () |
| bool | IsActionKeyMappingPlayerMappable (FEnhancedActionKeyMapping ActionKeyMapping) |
| Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable. | |
| FInputActionValue | MakeInputActionValue (float X, float Y, float Z, FInputActionValue MatchValueType) |
| FInputActionValue | MakeInputActionValueOfType (float X, float Y, float Z, EInputActionValueType ValueType) |
| Builds an ActionValue from X, Y, Z. Inherits type from an existing ActionValue. Ignores axis values unused by the provided value type. Note: Intended for use in Input Modifier Modify Raw overloads to modify an existing Input Action Value. | |
| void | RequestRebuildControlMappingsUsingContext (const UInputMappingContext Context, bool bForceImmediately=false) |
| Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame. | |
Utilities|String | |
| FString | Conv_InputActionValueToString (FInputActionValue ActionValue) |
| Converts a FInputActionValue to a string. | |
Variables | |
Variables | |
| const FPlayerMappableKeySlot & | FourthPlayerMappableKeySlot |
| const FPlayerMappableKeySlot & | SecondPlayerMappableKeySlot |
| const FPlayerMappableKeySlot & | ThirdPlayerMappableKeySlot |
| const FPlayerMappableKeySlot & | FirstPlayerMappableKeySlot |
| void BreakInputActionValue | ( | FInputActionValue | InActionValue, |
| float & | X, | ||
| float & | Y, | ||
| float & | Z, | ||
| EInputActionValueType & | Type ) |
Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0.
| FString Conv_InputActionValueToString | ( | FInputActionValue | ActionValue | ) |
Converts a FInputActionValue to a string.
| FPlayerMappableKeySlot & GetFirstPlayerMappableKeySlot | ( | ) |
| FPlayerMappableKeySlot & GetFourthPlayerMappableKeySlot | ( | ) |
| FName GetMappingName | ( | FEnhancedActionKeyMapping | ActionKeyMapping | ) |
Returns the name of the mapping based on setting behavior used. If no name is found in the Mappable Key Settings it will return the name set in Player Mappable Options if bIsPlayerMappable is true.
| UPlayerMappableKeySettings GetPlayerMappableKeySettings | ( | FEnhancedActionKeyMapping | ActionKeyMapping | ) |
Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior.
| FPlayerMappableKeySlot & GetSecondPlayerMappableKeySlot | ( | ) |
| FPlayerMappableKeySlot & GetThirdPlayerMappableKeySlot | ( | ) |
| bool IsActionKeyMappingPlayerMappable | ( | FEnhancedActionKeyMapping | ActionKeyMapping | ) |
Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable.
| FInputActionValue MakeInputActionValue | ( | float | X, |
| float | Y, | ||
| float | Z, | ||
| FInputActionValue | MatchValueType ) |
| FInputActionValue MakeInputActionValueOfType | ( | float | X, |
| float | Y, | ||
| float | Z, | ||
| EInputActionValueType | ValueType ) |
| void RequestRebuildControlMappingsUsingContext | ( | const UInputMappingContext | Context, |
| bool | bForceImmediately = false ) |
Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame.
| Context | Mappings will be rebuilt for all subsystems utilizing this context. |
| bForceImmediately | The mapping changes will be applied synchronously, rather than at the end of the frame, making them available to the input system on the same frame. |
| const FPlayerMappableKeySlot& FirstPlayerMappableKeySlot |
| const FPlayerMappableKeySlot& FourthPlayerMappableKeySlot |
| const FPlayerMappableKeySlot& SecondPlayerMappableKeySlot |
| const FPlayerMappableKeySlot& ThirdPlayerMappableKeySlot |