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| UAbilityTask_InteractWith | TaskFindAndInteractWithSpotRandomAction (UGameplayAbility OwningAbility, FVector SearchAt, float32 SearchRadius, FGameplayTagContainer PossibleActions, float32 ActionDuration) |
| bool | ensure (bool Condition) |
| bool | ensure (bool Condition, FString Message) |
| bool | ensureAlways (bool Condition) |
| bool | ensureAlways (bool Condition, FString Message) |
| void | check (bool Condition) |
| void | check (bool Condition, FString Message) |
| void | throw (FString Message) |
| TArray< FString > | GetAngelscriptCallstack () |
| FString | FormatAngelscriptCallstack () |
| void | Log (FString Text) |
| void | LogInfo (FString Text) |
| void | LogDisplay (FString Text) |
| void | Error (FString Text) |
| void | Warning (FString Text) |
| void | LogIf (bool Condition, FString Text) |
| void | LogInfoIf (bool Condition, FString Text) |
| void | LogDisplayIf (bool Condition, FString Text) |
| void | ErrorIf (bool Condition, FString Text) |
| void | WarningIf (bool Condition, FString Text) |
| void | Log (FName CategoryName, FString Text) |
| void | LogInfo (FName CategoryName, FString Text) |
| void | LogDisplay (FName CategoryName, FString Text) |
| void | Error (FName CategoryName, FString Text) |
| void | Warning (FName CategoryName, FString Text) |
| void | LogIf (bool Condition, FName CategoryName, FString Text) |
| void | LogInfoIf (bool Condition, FName CategoryName, FString Text) |
| void | LogDisplayIf (bool Condition, FName CategoryName, FString Text) |
| void | ErrorIf (bool Condition, FName CategoryName, FString Text) |
| void | WarningIf (bool Condition, FName CategoryName, FString Text) |
| void | Throw (FString Text) |
| void | ThrowIf (bool Condition, FString Text) |
| void | Print (FString Text, float32 Duration=5.f, FLinearColor Color=FLinearColor ::LucBlue) |
| void | PrintFromObject (const UObject WorldContextObject, FString Text, float32 Duration=0.f, FLinearColor Color=FLinearColor ::LucBlue) |
| void | PrintToScreen (FString Text, float32 Duration=0.f, FLinearColor Color=FLinearColor ::LucBlue) |
| void | PrintWarning (FString Text, float32 Duration=8.f, FLinearColor Color=FLinearColor ::Yellow) |
| void | PrintError (FString Text, float32 Duration=8.f, FLinearColor Color=FLinearColor ::Red) |
| bool | IsValid (const UObject Object) |
| | Returns true if the object is usable: non-null and not pending kill.
|
| UPackage | GetTransientPackage () |
| UPackage | GetAngelscriptPackage () |
| UObject | NewObject (UObject Outer, TSubclassOf< UObject > Class, FName Name=NAME_None, bool bTransient=false, const UObject Template=nullptr) |
| UObject | LoadObject (UObject Outer, FString Name) |
| UObject | FindObject (FString Name) |
| UObject | FindObject (UObject Outer, FString Name) |
| void | LOCTABLE_NEW (const FName TableId, FString Namespace) |
| void | LOCTABLE_FROMFILE_ENGINE (const FName TableId, FString Namespace, FString FilePath) |
| void | LOCTABLE_FROMFILE_GAME (const FName TableId, FString Namespace, FString FilePath) |
| void | LOCTABLE_SETSTRING (const FName TableId, FString Key, FString SourceString) |
| void | LOCTABLE_SETMETA (const FName TableId, FString Key, const FName MetaDataId, FString MetaData) |
| FText | LOCTABLE (const FName TableId, FString Key) |
| FText | NSLOCTEXT (FString Namespace, FString Key, FString Text) |
| | Function for using localization texts in Angelscript. Emulates NSLOCTEXT macro. Only string literals can be used as input arguments from Angelscript. Using variables (like FString) will run but will cause errors when strings are gathered for localization.
|
| UWorld | GetCurrentWorld () |
| UAbilityTask_ActConversationTopic | TaskActConversationTopic (UGameplayAbility OwningAbility, UConversationTopic TopicToAct) |
| UAbilityTask_AlignCharacterAtLocation | TaskAlignCharacterAtLocation (UGameplayAbility OwningAbility, FVector TargetLocation, FRotator TargetRotation, float32 IntendedDuration, bool bOnFloor=true) |
| UAbilityTask_AmbientConversation | TaskAmbientConversation (UGameplayAbility OwningAbility, AGothicCharacterState OtherCharacter, TSubclassOf< UConversationTopic > TopicToAct) |
| UAbilityTask_Archery_PrepareAimedShot | TaskArcheryPrepareAimedShot (UGameplayAbility OwningAbility, float32 StringTensionRatio=0.900000) |
| UAbilityTask_Archery_Shoot | TaskArcheryShoot (UGameplayAbility OwningAbility) |
| UAbilityTask_Attack | TaskAttack (UGameplayAbility OwningAbility, FGameplayTag Direction) |
| UAbilityTask_Attack | TaskAttackBottom (UGameplayAbility OwningAbility) |
| UAbilityTask_Attack | TaskAttackCombo (UGameplayAbility OwningAbility, TArray< FGameplayTag > ComboChain, bool bEndComboOnMiss=false) |
| UAbilityTask_Attack | TaskAttackLeft (UGameplayAbility OwningAbility) |
| UAbilityTask_Attack | TaskAttackRight (UGameplayAbility OwningAbility) |
| UAbilityTask_Attack | TaskAttackTop (UGameplayAbility OwningAbility) |
| UAbilityTask_CastSpell | TaskCastSpell (UGameplayAbility OwningAbility, int NumLaunches=- 1) |
| UAbilityTask_ChangePathfollowSettings | ChangeSetting (UGameplayAbility OwningAbility, FGothicPathfollowSettings NewSettings) |
| | Pushes given PathfollowSetting. Runs until ended manually.
|
| UAbilityTask_ChangePathfollowSettings | ChangeSettingForDuration (UGameplayAbility OwningAbility, FGothicPathfollowSettings NewSettings, float32 Duration) |
| | Pushes given PathfollowSetting. Task will shut itself down, when timer is done.
|
| UAbilityTask_ConsumeItem | TaskConsumeItem (UGameplayAbility OwningAbility, TSubclassOf< UItemDefinition > KindOfItem) |
| UAbilityTask_CustomizeArmorWith | TaskCustomizeArmorWith (UGameplayAbility OwningAbility, AGothicCharacterState ArmorOwner) |
| | Trade with an NPC and wait until trading UI is closed.
|
| UAbilityTask_DirectMove | TaskDirectMoveTowardsLocation (UGameplayAbility OwningAbility, FVector TargetFeetLocation, float32 ReachDistance=5.000000) |
| | Move character (MovementComponent, not by pathfollowing) in a straight line until TargetLocation is reached or overshoot. Allows character to move outside NavMesh too. Be careful with this!
|
| UAbilityTask_DirectMove | TaskDirectMoveTowardsNavMeshLocation (UGameplayAbility OwningAbility, FVector TargetFeetLocation, float32 ReachDistance=5.000000, float32 ProjectionRadius=20.000000) |
| | Move character (MovementComponent, not by pathfollowing) in a straight line until TargetLocation is reached or overshoot. Expects that character moves on NavMesh. Will fail if movement cannot be performed on NavMesh.
|
| UAbilityTask_Dodge | TaskDodge (UGameplayAbility OwningAbility, FVector DesiredDirection) |
| UAbilityTask_Dodge | TaskDodgeAwayFrom (UGameplayAbility OwningAbility, FVector DodgeAwayFromLocation) |
| UAbilityTask_Dodge | TaskDodgeBack (UGameplayAbility OwningAbility) |
| UAbilityTask_Dodge | TaskDodgeFront (UGameplayAbility OwningAbility) |
| UAbilityTask_Dodge | TaskDodgeLeft (UGameplayAbility OwningAbility) |
| UAbilityTask_Dodge | TaskDodgeRight (UGameplayAbility OwningAbility) |
| UAbilityTask_DrawWeapon | TaskDrawMagic (UGameplayAbility OwningAbility, TSubclassOf< USpellContainer > SpellType) |
| UAbilityTask_DrawWeapon | TaskDrawMeleeWeapon (UGameplayAbility OwningAbility) |
| UAbilityTask_DrawWeapon | TaskDrawRangedWeapon (UGameplayAbility OwningAbility) |
| UAbilityTask_DrawWeapon | TaskDrawTorch (UGameplayAbility OwningAbility) |
| UAbilityTask_DrawWeapon | TaskDrawWeapon (UGameplayAbility OwningAbility, EInventoryTypes Type) |
| UAbilityTask_InteractWith | TaskFindAndInteractWithSpot (UGameplayAbility OwningAbility, FVector SearchAt, float32 SearchRadius, FGameplayTag ActionToDo, float32 ActionDuration) |
| void | DebugBreak () |
| UAbilityTask_InteractWith | TaskInteractHereWithoutSpot (UGameplayAbility OwningAbility, FGameplayTag Action, float32 ActionDuration) |
| UAbilityTask_InteractWith | TaskInteractWithActor (UGameplayAbility OwningAbility, AActor ActorToInteractWith, FGameplayTag Action, float32 ActionDuration) |
| UAbilityTask_InteractWith | TaskInteractWithActorRandomAction (UGameplayAbility OwningAbility, AActor ActorToInteractWith, FGameplayTagContainer PossibleActions, float32 ActionDuration) |
| UAbilityTask_InteractWith | TaskInteractWithSpot (UGameplayAbility OwningAbility, FInteractionSpotHandle InteractionSpot, FGameplayTag Action, float32 ActionDuration) |
| UAbilityTask_InteractWith | TaskInteractWithSpotRandomAction (UGameplayAbility OwningAbility, FInteractionSpotHandle InteractionSpot, FGameplayTagContainer PossibleActions, float32 ActionDuration) |
| UAbilityTask_Eat | TaskEatSpecificItem (UGameplayAbility OwningAbility, AItemVisualWorld Item) |
| UAbilityTask_EndInteraction | TaskEndInteraction (UGameplayAbility OwningAbility) |
| UAbilityTask_EndInteraction | TaskEndInteractionInstant (UGameplayAbility OwningAbility) |
| UAbilityTask_EndInteraction | TaskEndInteractionQuick (UGameplayAbility OwningAbility) |
| UAbilityTask_EnterAimingStance | TaskEnterAimingStance (UGameplayAbility OwningAbility) |
| UAbilityTask_EnterBlockingStance | TaskEnterBlockingStance (UGameplayAbility OwningAbility) |
| UAbilityTask_Follow | TaskFollow (UGameplayAbility OwningAbility, AActor Actor, float32 ReachDistance=- 1.000000, bool bCanStrafe=false, bool bShouldMoveOutOfTheWay=false) |
| UAbilityTask_Follow | TaskFollowWithRelativeOffset (UGameplayAbility OwningAbility, AActor Actor, FVector InBasedOffsetLocation, float32 ReachDistance=- 1.000000, bool bCanStrafe=false, bool bShouldMoveOutOfTheWay=false) |
| UAbilityTask_Follow | TaskFollowWithWorldOffset (UGameplayAbility OwningAbility, AActor Actor, FVector WorldOffsetLocation, float32 ReachDistance=- 1.000000, bool bCanStrafe=false, bool bShouldMoveOutOfTheWay=false) |
| UAbilityTask_GiveItem | TaskGiveItem (UGameplayAbility OwningAbility, AGothicCharacterState ReceivingCharacterState, TSubclassOf< UItemDefinition > ItemToGive, int Count=1, EInventorySlotKind FromInventory=EInventorySlotKind ::BasicInventory) |
| UAbilityTask_GiveItemToLook | TaskGiveItemToLook (UGameplayAbility OwningAbility, AGothicCharacterState ReceivingCharacterStateLook, TSubclassOf< UItemDefinition > ItemToGiveLook, int CountLook=1) |
| UAbilityTask_GotoWaypoint | TaskGotoWaypoint (UGameplayAbility OwningAbility, FName WaypointName, float32 ReachDistance=- 1.000000, bool bCanStrafe=false) |
| UAbilityTask_GuideToLocation | TaskGuideToLocation (UGameplayAbility OwningAbility, FVector Location, AGothicCharacterState CharacterStateToGuide, float32 AcceptanceDistance=100.000000, float32 InCloseDistance=300.000000, float32 InWaitingDistance=1000.000000, float32 InAbandonDistance=2000.000000) |
| UAbilityTask_HandleSubdialog | TaskHandleSubdialog (UGameplayAbility OwningAbility, TArray< TSubclassOf< UConversationTopic > > Topics, UConversationTopic FromTopic) |
| UAbilityTask_LaunchSpell | TaskLaunchSpell (UGameplayAbility OwningAbility, TSubclassOf< USpellConfigurationContainer > SpellConfigurationContainer, TSubclassOf< UItemDefinition > RuneItem, AActor SpellTarget=nullptr) |
| | Launch a spell (ie. letting a fireball fly after letting it charge for a few seconds).
|
| UAbilityTask_LeaveAimingStance | TaskLeaveAimingStance (UGameplayAbility OwningAbility) |
| UAbilityTask_LeaveBlockingStance | TaskLeaveBlockingStance (UGameplayAbility OwningAbility) |
| UAbilityTask_NavLinkJump | TaskNavLinkJump (UGameplayAbility OwningAbility, FVector NavLinkStart, FVector NavLinkEnd) |
| UAbilityTask_Parkour | TaskClimbUp (UGameplayAbility OwningAbility, FVector GoalLocation, bool bUseNavLink=true) |
| | Makes NPC grab a ledge and pull themselves up.
|
| UAbilityTask_Parkour | TaskDropDown (UGameplayAbility OwningAbility, FVector GoalLocation, bool bUseNavLink=true) |
| | Makes NPC drop down from a ledge to the floor.
|
| UAbilityTask_Parkour | TaskJumpHorizontal (UGameplayAbility OwningAbility, FVector GoalLocation, bool bUseNavLink=true) |
| | Makes NPC jump over a gap. This is meant for horizontal jumps. Vertical jumps might not look right.
|
| UAbilityTask_Parkour | TaskJumpThenFall (UGameplayAbility OwningAbility, FVector GoalLocation, bool bUseNavLink=true) |
| | Makes NPC jump over a gap, targeting a point that can be in mid-air, and switch to falling after "reaching" it.
|
| UAbilityTask_ParryAndRiposte | TaskParryAndRiposte (UGameplayAbility OwningAbility, AGothicCharacter ParryTarget, FGameplayTag Direction) |
| UAbilityTask_PickUpDroppedItem | TaskFindAndPickUpDroppedItem (UGameplayAbility OwningAbility, TSubclassOf< UItemDefinition > ItemDefinition, FVector AtLocation, float32 ItemSearchRadius=250.000000, float32 AllowedWalkRadius=- 1.000000) |
| UAbilityTask_PickUpItem | TaskFindAndPickUpItem (UGameplayAbility OwningAbility, TSubclassOf< UItemDefinition > ItemDefinition, FVector AtLocation, float32 ItemSearchRadius=250.000000, float32 AllowedWalkRadius=- 1.000000) |
| UAbilityTask_PickUpItem | TaskPickUpSpecificItem (UGameplayAbility OwningAbility, AItemVisualWorld Item) |
| UAbilityTask_PlayLevelSequence | TaskPlayLevelSequenceByName (UGameplayAbility OwningAbility, FName LevelSequenceName) |
| UAbilityTask_PutAwayItem | TaskPutAwayItem (UGameplayAbility OwningAbility) |
| | Puts whatever the character is holding right now back into the inventory.
|
| UAbilityTask_Roll | TaskRoll (UGameplayAbility OwningAbility, FVector Direction) |
| UAbilityTask_Roll | TaskRollAwayFrom (UGameplayAbility OwningAbility, FVector RollAwayFromLocation) |
| UAbilityTask_Roll | TaskRollBack (UGameplayAbility OwningAbility) |
| UAbilityTask_Roll | TaskRollFront (UGameplayAbility OwningAbility) |
| UAbilityTask_Roll | TaskRollLeft (UGameplayAbility OwningAbility) |
| UAbilityTask_Roll | TaskRollRight (UGameplayAbility OwningAbility) |
| UAbilityTask_Roll | TaskRollToEvade (UGameplayAbility OwningAbility, FVector DirectionOfIncommingAttack, bool bFlipSide=false) |
| UAbilityTask_SayVoiceline | TaskSayVoiceline (UGameplayAbility OwningAbility, FText Text, FGameplayTag SoundKind) |
| UAbilityTask_Speak | TaskSpeak (UGameplayAbility OwningAbility, FText Text, FGameplayTag Expression, EPerceptionNoiseLoudness Loudness=EPerceptionNoiseLoudness ::Quiet, AGothicCharacter TargetCharacter=nullptr, bool bUnskippable=false, FName ForcedSubtitleLanguage=NAME_None) |
| UAbilityTask_Speak | TaskSpeakGenericVoiceline (UGameplayAbility OwningAbility, FGameplayTag SoundTag, EPerceptionNoiseLoudness Loudness=EPerceptionNoiseLoudness ::Quiet, AGothicCharacter TargetCharacter=nullptr, bool bUnskippable=false) |
| UAbilityTask_Speak | TaskSpeakGenericVoicelineQueue (UGameplayAbility OwningAbility, TArray< FGameplayTag > SoundTags, EPerceptionNoiseLoudness Loudness=EPerceptionNoiseLoudness ::Quiet, AGothicCharacter TargetCharacter=nullptr, bool bUnskippable=false) |
| UAbilityTask_SwapWeaponFromInventoryToAnother | TaskEquipItem (UGameplayAbility OwningAbility, FGameplayTag itemType) |
| UAbilityTask_TakeOutItem | TaskAttachItem (UGameplayAbility OwningAbility, TSubclassOf< UItemDefinition > ItemDefinition) |
| | Attaches item of the given kind to hand of character. Does not play equip animation.
|
| UAbilityTask_TakeOutItem | TaskTakeOutItem (UGameplayAbility OwningAbility, TSubclassOf< UItemDefinition > ItemDefinition) |
| | Puts an item of the given kind into the hand of the character. Plays equip animation.
|
| UAbilityTask_TaskSequence | TaskSequence (UGameplayAbility OwningAbility, const TArray< UAbilityTaskGeneric > Tasks) |
| | Create a new UAbilityTask_TaskSequence given a list of Tasks to do.
|
| UAbilityTask_Taunt | TaskTaunt (UGameplayAbility OwningAbility, FGameplayTag TauntTag) |
| UAbilityTask_Taunt | TaskTauntMatchingAll (UGameplayAbility OwningAbility, FGameplayTagContainer AllTagsRequired, FGameplayTagContainer BlockedTags) |
| UAbilityTask_Taunt | TaskTauntMatchingAllAndOne (UGameplayAbility OwningAbility, FGameplayTagContainer AllTagsRequired, FGameplayTagContainer OneTagRequired, FGameplayTagContainer BlockedTags) |
| UAbilityTask_Taunt | TaskTauntMatchingAny (UGameplayAbility OwningAbility, FGameplayTagContainer OneTagRequired, FGameplayTagContainer BlockedTags) |
| UAbilityTask_TradeWith | TaskTradeWith (UGameplayAbility OwningAbility, AGothicCharacterState Buyer) |
| | Trade with an NPC and wait until trading UI is closed.
|
| UAbilityTask_TraverseNavLink | TaskNavLinkTraversal (UGameplayAbility OwningAbility, FGameplayTag ActionTag, FVector NavLinkStart, FVector NavLinkEnd) |
| UAbilityTask_TriggerWallClimb | TaskWallClimb (UGameplayAbility OwningAbility, AClimbableWall ClimbableWall, FGameplayTag Tag) |
| UAbilityTask_TurnTo | TaskTurnToActor (UGameplayAbility OwningAbility, const AActor Actor, float32 MinAngleDifferenceForUsingAnimation=1.000000, float32 MinAngleDifferenceToSkipAnyTurn=- 1.000000) |
| UAbilityTask_TurnTo | TaskTurnToDirection (UGameplayAbility OwningAbility, FVector Direction, float32 MinAngleDifferenceForUsingAnimation=1.000000, float32 MinAngleDifferenceToSkipAnyTurn=- 1.000000) |
| UAbilityTask_TurnTo | TaskTurnToPosition (UGameplayAbility OwningAbility, FVector Position, float32 MinAngleDifferenceForUsingAnimation=1.000000, float32 MinAngleDifferenceToSkipAnyTurn=- 1.000000) |
| UAbilityTask_UndrawWeapon | TaskUndrawWeapon (UGameplayAbility OwningAbility) |
| UAbilityTask_WaitForTagToBeRemoved | TaskWaitForTagToBeRemoved (UGameplayAbility OwningAbility, FGameplayTag Tag) |
| UAbilityTask_WaitSeconds | TaskWaitSeconds (UGameplayAbility OwningAbility, float32 SecondsToWait) |
| UAbilityTask_WaitUntilCanMove | TaskWaitUntilCanMove (UGameplayAbility OwningAbility) |
| UAbilityTask_WaitUntilNoLongerBlocked | TaskWaitUntilNoLongerBlocked (UGameplayAbility OwningAbility) |
| UGameTimeSubsystem | GetGameTime () |
| | Access to this worlds GameTime Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!
|
| UGenericAbilityTask_WaitForEvent | TaskWaitForEvent (UGameplayAbility OwningAbility, FGameplayTag EventToWaitFor, bool bRequireExactTagMatch=false, AActor OptionalUseOtherActor=nullptr) |
| | Task that waits for the given GAS event. When the event is received, it ends successfully. You can also wait for events on an other Actors AbilitySystemComponent by passing that actor as OptionalUseOtherActor.
|
| UGenericAbilityTask_SendAndWaitForEvent | TaskSendAndWaitForEvent (UGameplayAbility OwningAbility, FGameplayTag EventTagToSend, FGameplayTag EventTagToWaitFor, FGameplayEventData Payload, bool bRequireExactTagMatch=false, AActor OptionalUseOtherActor=nullptr) |
| | Task that allows both sending and waiting events in one go. This is useful if you need to send one event to trigger some action that could immediately send the response you're waiting for.
|
| UGenericAbilityTask_WaitForTasksToEnd | TaskWaitForFirstTaskToEnd (UGameplayAbility OwningAbility, TArray< UAbilityTaskGeneric > Tasks) |
| | Waits until one of the given tasks has ended. Cancels all the other tasks that were still running.
|
| UGenericAbilityTask_WaitForTasksToEnd | TaskWaitForLastTaskToEnd (UGameplayAbility OwningAbility, TArray< UAbilityTaskGeneric > Tasks) |
| | Waits for all given tasks to end.
|
| UGothicFluxSubsystem | GetGameFlux () |
| UInteractionSubsystem | GetInteractionSpots () |
| | Access to this worlds interaction spot manager.
|
| UPostProcessSubsystem | GetPostProcessSubsystem () |
| UUAbilityTask_InteractWithNavLink | TaskNavLink (UGameplayAbility OwningAbility, FGameplayTag InAction, float32 InActionDuration) |
| | Use for interaction with NavLinks without being bound to a spot.
|
| UUAbilityTask_InteractWithNavLink | TaskNavLinkSpot (UGameplayAbility OwningAbility, FInteractionSpotHandle LinkInteractionSpot, FGameplayTag InAction, float32 InActionDuration) |
| | Use for interaction with NavLinks that require a spot. Will not use a GoToTask as it interrupts paused pathfollowing. Applies LockMovement tag to prevent that new navigation requests interrupt link usage. UAbilityTask_NavigationRequest will delay the new request until this task is shut down and the tag removed.
|
| UWeatherPersistentDataSubsystem | GetWeatherPersistantDataSubsystem () |
| UWeatherSubsystem | GetGameWeather () |
| | Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!
|
| void | GetAllActorsOfClass (?&OutActors) |
| void | GetAllActorsOfClass (UClass Class, ?&OutActors) |
| void | GetAllActorsOfClassWithTag (FName TagName, ?&OutActors) |
| AActor | SpawnActor (TSubclassOf< AActor > Class, FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, bool bDeferredSpawn=false, ULevel Level=nullptr) |
| void | FinishSpawningActor (AActor Actor) |
| void | FinishSpawningActor (AActor Actor, FTransform SpawnTransform) |
| AActor | SpawnPersistentActor (TSubclassOf< AActor > Class, FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, bool bDeferredSpawn=false) |