G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Global Namespace Reference

Functions

Functions
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)

Variables

Variables
const float MIN_flt
const uint16 MIN_uint16
const uint MIN_uint32
const uint64 MIN_uint64
const int8 MIN_int8
const int16 MIN_int16
const int MIN_int32
const int64 MIN_int64
const uint8 MAX_uint8
const uint16 MAX_uint16
const uint MAX_uint32
const uint64 MAX_uint64
const int8 MAX_int8
const int16 MAX_int16
const int MAX_int32
const int64 MAX_int64
const float MIN_dbl
const float MAX_dbl
const float NAN_dbl
const uint8 MIN_uint8
const float MAX_flt
const float NAN_flt
const float EULERS_NUMBER
const float PI
const float HALF_PI
const float TWO_PI
const float SMALL_NUMBER
const float KINDA_SMALL_NUMBER
const float BIG_NUMBER
const float THRESH_VECTOR_NORMALIZED
const float THRESH_NORMALS_ARE_PARALLEL
const float THRESH_NORMALS_ARE_ORTHOGONAL
const FName NAME_None
uint GFrameNumber
const TArray< FString > AngelscriptCallstack
const UPackage TransientPackage
const UPackage AngelscriptPackage
const UWorld CurrentWorld

Function Documentation

◆ ChangeSetting()

Pushes given PathfollowSetting. Runs until ended manually.

◆ ChangeSettingForDuration()

UAbilityTask_ChangePathfollowSettings ChangeSettingForDuration ( UGameplayAbility OwningAbility,
FGothicPathfollowSettings NewSettings,
float32 Duration )

Pushes given PathfollowSetting. Task will shut itself down, when timer is done.

◆ check() [1/2]

void check ( bool Condition)

◆ check() [2/2]

void check ( bool Condition,
FString Message )

◆ DebugBreak()

void DebugBreak ( )

◆ ensure() [1/2]

bool ensure ( bool Condition)

◆ ensure() [2/2]

bool ensure ( bool Condition,
FString Message )

◆ ensureAlways() [1/2]

bool ensureAlways ( bool Condition)

◆ ensureAlways() [2/2]

bool ensureAlways ( bool Condition,
FString Message )

◆ Error() [1/2]

void Error ( FName CategoryName,
FString Text )

◆ Error() [2/2]

void Error ( FString Text)

◆ ErrorIf() [1/2]

void ErrorIf ( bool Condition,
FName CategoryName,
FString Text )

◆ ErrorIf() [2/2]

void ErrorIf ( bool Condition,
FString Text )

◆ FindObject() [1/2]

UObject FindObject ( FString Name)

◆ FindObject() [2/2]

UObject FindObject ( UObject Outer,
FString Name )

◆ FinishSpawningActor() [1/2]

void FinishSpawningActor ( AActor Actor)

◆ FinishSpawningActor() [2/2]

void FinishSpawningActor ( AActor Actor,
FTransform SpawnTransform )

◆ FormatAngelscriptCallstack()

FString FormatAngelscriptCallstack ( )

◆ GetAllActorsOfClass() [1/2]

void GetAllActorsOfClass ( ?& OutActors)

◆ GetAllActorsOfClass() [2/2]

void GetAllActorsOfClass ( UClass Class,
?& OutActors )

◆ GetAllActorsOfClassWithTag()

void GetAllActorsOfClassWithTag ( FName TagName,
?& OutActors )

◆ GetAngelscriptCallstack()

TArray< FString > GetAngelscriptCallstack ( )

◆ GetAngelscriptPackage()

UPackage GetAngelscriptPackage ( )

◆ GetCurrentWorld()

UWorld GetCurrentWorld ( )

◆ GetGameFlux()

UGothicFluxSubsystem GetGameFlux ( )

◆ GetGameTime()

UGameTimeSubsystem GetGameTime ( )

Access to this worlds GameTime Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!

◆ GetGameWeather()

UWeatherSubsystem GetGameWeather ( )

Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!

◆ GetInteractionSpots()

UInteractionSubsystem GetInteractionSpots ( )

Access to this worlds interaction spot manager.

◆ GetPostProcessSubsystem()

UPostProcessSubsystem GetPostProcessSubsystem ( )

◆ GetTransientPackage()

UPackage GetTransientPackage ( )

◆ GetWeatherPersistantDataSubsystem()

UWeatherPersistentDataSubsystem GetWeatherPersistantDataSubsystem ( )

◆ IsValid()

bool IsValid ( const UObject Object)

Returns true if the object is usable: non-null and not pending kill.

◆ LoadObject()

UObject LoadObject ( UObject Outer,
FString Name )

◆ LOCTABLE()

FText LOCTABLE ( const FName TableId,
FString Key )

◆ LOCTABLE_FROMFILE_ENGINE()

void LOCTABLE_FROMFILE_ENGINE ( const FName TableId,
FString Namespace,
FString FilePath )

◆ LOCTABLE_FROMFILE_GAME()

void LOCTABLE_FROMFILE_GAME ( const FName TableId,
FString Namespace,
FString FilePath )

◆ LOCTABLE_NEW()

void LOCTABLE_NEW ( const FName TableId,
FString Namespace )

◆ LOCTABLE_SETMETA()

void LOCTABLE_SETMETA ( const FName TableId,
FString Key,
const FName MetaDataId,
FString MetaData )

◆ LOCTABLE_SETSTRING()

void LOCTABLE_SETSTRING ( const FName TableId,
FString Key,
FString SourceString )

◆ Log() [1/2]

void Log ( FName CategoryName,
FString Text )

◆ Log() [2/2]

void Log ( FString Text)

◆ LogDisplay() [1/2]

void LogDisplay ( FName CategoryName,
FString Text )

◆ LogDisplay() [2/2]

void LogDisplay ( FString Text)

◆ LogDisplayIf() [1/2]

void LogDisplayIf ( bool Condition,
FName CategoryName,
FString Text )

◆ LogDisplayIf() [2/2]

void LogDisplayIf ( bool Condition,
FString Text )

◆ LogIf() [1/2]

void LogIf ( bool Condition,
FName CategoryName,
FString Text )

◆ LogIf() [2/2]

void LogIf ( bool Condition,
FString Text )

◆ LogInfo() [1/2]

void LogInfo ( FName CategoryName,
FString Text )

◆ LogInfo() [2/2]

void LogInfo ( FString Text)

◆ LogInfoIf() [1/2]

void LogInfoIf ( bool Condition,
FName CategoryName,
FString Text )

◆ LogInfoIf() [2/2]

void LogInfoIf ( bool Condition,
FString Text )

◆ NewObject()

UObject NewObject ( UObject Outer,
TSubclassOf< UObject > Class,
FName Name = NAME_None,
bool bTransient = false,
const UObject Template = nullptr )

◆ NSLOCTEXT()

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.

◆ Print()

void Print ( FString Text,
float32 Duration = 5.f,
FLinearColor Color = FLinearColor :: LucBlue )

◆ PrintError()

void PrintError ( FString Text,
float32 Duration = 8.f,
FLinearColor Color = FLinearColor :: Red )

◆ PrintFromObject()

void PrintFromObject ( const UObject WorldContextObject,
FString Text,
float32 Duration = 0.f,
FLinearColor Color = FLinearColor :: LucBlue )

◆ PrintToScreen()

void PrintToScreen ( FString Text,
float32 Duration = 0.f,
FLinearColor Color = FLinearColor :: LucBlue )

◆ PrintWarning()

void PrintWarning ( FString Text,
float32 Duration = 8.f,
FLinearColor Color = FLinearColor :: Yellow )

◆ SpawnActor()

AActor SpawnActor ( TSubclassOf< AActor > Class,
FVector Location = FVector :: ZeroVector,
FRotator Rotation = FRotator :: ZeroRotator,
FName Name = NAME_None,
bool bDeferredSpawn = false,
ULevel Level = nullptr )

◆ SpawnPersistentActor()

AActor SpawnPersistentActor ( TSubclassOf< AActor > Class,
FVector Location = FVector :: ZeroVector,
FRotator Rotation = FRotator :: ZeroRotator,
FName Name = NAME_None,
bool bDeferredSpawn = false )

◆ TaskActConversationTopic()

UAbilityTask_ActConversationTopic TaskActConversationTopic ( UGameplayAbility OwningAbility,
UConversationTopic TopicToAct )

◆ TaskAlignCharacterAtLocation()

UAbilityTask_AlignCharacterAtLocation TaskAlignCharacterAtLocation ( UGameplayAbility OwningAbility,
FVector TargetLocation,
FRotator TargetRotation,
float32 IntendedDuration,
bool bOnFloor = true )

◆ TaskAmbientConversation()

UAbilityTask_AmbientConversation TaskAmbientConversation ( UGameplayAbility OwningAbility,
AGothicCharacterState OtherCharacter,
TSubclassOf< UConversationTopic > TopicToAct )

◆ TaskArcheryPrepareAimedShot()

UAbilityTask_Archery_PrepareAimedShot TaskArcheryPrepareAimedShot ( UGameplayAbility OwningAbility,
float32 StringTensionRatio = 0.900000 )

◆ TaskArcheryShoot()

UAbilityTask_Archery_Shoot TaskArcheryShoot ( UGameplayAbility OwningAbility)

◆ TaskAttachItem()

UAbilityTask_TakeOutItem TaskAttachItem ( UGameplayAbility OwningAbility,
TSubclassOf< UItemDefinition > ItemDefinition )

Attaches item of the given kind to hand of character. Does not play equip animation.

◆ TaskAttack()

UAbilityTask_Attack TaskAttack ( UGameplayAbility OwningAbility,
FGameplayTag Direction )

◆ TaskAttackBottom()

UAbilityTask_Attack TaskAttackBottom ( UGameplayAbility OwningAbility)

◆ TaskAttackCombo()

UAbilityTask_Attack TaskAttackCombo ( UGameplayAbility OwningAbility,
TArray< FGameplayTag > ComboChain,
bool bEndComboOnMiss = false )

◆ TaskAttackLeft()

UAbilityTask_Attack TaskAttackLeft ( UGameplayAbility OwningAbility)

◆ TaskAttackRight()

UAbilityTask_Attack TaskAttackRight ( UGameplayAbility OwningAbility)

◆ TaskAttackTop()

UAbilityTask_Attack TaskAttackTop ( UGameplayAbility OwningAbility)

◆ TaskCastSpell()

UAbilityTask_CastSpell TaskCastSpell ( UGameplayAbility OwningAbility,
int NumLaunches = - 1 )

◆ TaskClimbUp()

UAbilityTask_Parkour TaskClimbUp ( UGameplayAbility OwningAbility,
FVector GoalLocation,
bool bUseNavLink = true )

Makes NPC grab a ledge and pull themselves up.

◆ TaskConsumeItem()

UAbilityTask_ConsumeItem TaskConsumeItem ( UGameplayAbility OwningAbility,
TSubclassOf< UItemDefinition > KindOfItem )

◆ TaskCustomizeArmorWith()

UAbilityTask_CustomizeArmorWith TaskCustomizeArmorWith ( UGameplayAbility OwningAbility,
AGothicCharacterState ArmorOwner )

Trade with an NPC and wait until trading UI is closed.

◆ TaskDirectMoveTowardsLocation()

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!

Parameters
TargetFeetLocationCharacterLocation, that can be anywhere
ReachDistanceshould not be 0.f

◆ TaskDirectMoveTowardsNavMeshLocation()

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.

Parameters
TargetFeetLocationLocation will be projected! Be sure it's on or near NavMesh - best pass NavAgentLocation
ReachDistanceshould not be 0.f

◆ TaskDodge()

UAbilityTask_Dodge TaskDodge ( UGameplayAbility OwningAbility,
FVector DesiredDirection )

◆ TaskDodgeAwayFrom()

UAbilityTask_Dodge TaskDodgeAwayFrom ( UGameplayAbility OwningAbility,
FVector DodgeAwayFromLocation )

◆ TaskDodgeBack()

UAbilityTask_Dodge TaskDodgeBack ( UGameplayAbility OwningAbility)

◆ TaskDodgeFront()

UAbilityTask_Dodge TaskDodgeFront ( UGameplayAbility OwningAbility)

◆ TaskDodgeLeft()

UAbilityTask_Dodge TaskDodgeLeft ( UGameplayAbility OwningAbility)

◆ TaskDodgeRight()

UAbilityTask_Dodge TaskDodgeRight ( UGameplayAbility OwningAbility)

◆ TaskDrawMagic()

UAbilityTask_DrawWeapon TaskDrawMagic ( UGameplayAbility OwningAbility,
TSubclassOf< USpellContainer > SpellType )

◆ TaskDrawMeleeWeapon()

UAbilityTask_DrawWeapon TaskDrawMeleeWeapon ( UGameplayAbility OwningAbility)

◆ TaskDrawRangedWeapon()

UAbilityTask_DrawWeapon TaskDrawRangedWeapon ( UGameplayAbility OwningAbility)

◆ TaskDrawTorch()

UAbilityTask_DrawWeapon TaskDrawTorch ( UGameplayAbility OwningAbility)

◆ TaskDrawWeapon()

UAbilityTask_DrawWeapon TaskDrawWeapon ( UGameplayAbility OwningAbility,
EInventoryTypes Type )

◆ TaskDropDown()

UAbilityTask_Parkour TaskDropDown ( UGameplayAbility OwningAbility,
FVector GoalLocation,
bool bUseNavLink = true )

Makes NPC drop down from a ledge to the floor.

◆ TaskEatSpecificItem()

UAbilityTask_Eat TaskEatSpecificItem ( UGameplayAbility OwningAbility,
AItemVisualWorld Item )

◆ TaskEndInteraction()

UAbilityTask_EndInteraction TaskEndInteraction ( UGameplayAbility OwningAbility)

◆ TaskEndInteractionInstant()

UAbilityTask_EndInteraction TaskEndInteractionInstant ( UGameplayAbility OwningAbility)

◆ TaskEndInteractionQuick()

UAbilityTask_EndInteraction TaskEndInteractionQuick ( UGameplayAbility OwningAbility)

◆ TaskEnterAimingStance()

UAbilityTask_EnterAimingStance TaskEnterAimingStance ( UGameplayAbility OwningAbility)

◆ TaskEnterBlockingStance()

UAbilityTask_EnterBlockingStance TaskEnterBlockingStance ( UGameplayAbility OwningAbility)

◆ TaskEquipItem()

◆ TaskFindAndInteractWithSpot()

UAbilityTask_InteractWith TaskFindAndInteractWithSpot ( UGameplayAbility OwningAbility,
FVector SearchAt,
float32 SearchRadius,
FGameplayTag ActionToDo,
float32 ActionDuration )

◆ TaskFindAndInteractWithSpotRandomAction()

UAbilityTask_InteractWith TaskFindAndInteractWithSpotRandomAction ( UGameplayAbility OwningAbility,
FVector SearchAt,
float32 SearchRadius,
FGameplayTagContainer PossibleActions,
float32 ActionDuration )

◆ TaskFindAndPickUpDroppedItem()

UAbilityTask_PickUpDroppedItem TaskFindAndPickUpDroppedItem ( UGameplayAbility OwningAbility,
TSubclassOf< UItemDefinition > ItemDefinition,
FVector AtLocation,
float32 ItemSearchRadius = 250.000000,
float32 AllowedWalkRadius = - 1.000000 )

◆ TaskFindAndPickUpItem()

UAbilityTask_PickUpItem TaskFindAndPickUpItem ( UGameplayAbility OwningAbility,
TSubclassOf< UItemDefinition > ItemDefinition,
FVector AtLocation,
float32 ItemSearchRadius = 250.000000,
float32 AllowedWalkRadius = - 1.000000 )

◆ TaskFollow()

UAbilityTask_Follow TaskFollow ( UGameplayAbility OwningAbility,
AActor Actor,
float32 ReachDistance = - 1.000000,
bool bCanStrafe = false,
bool bShouldMoveOutOfTheWay = false )

◆ TaskFollowWithRelativeOffset()

UAbilityTask_Follow TaskFollowWithRelativeOffset ( UGameplayAbility OwningAbility,
AActor Actor,
FVector InBasedOffsetLocation,
float32 ReachDistance = - 1.000000,
bool bCanStrafe = false,
bool bShouldMoveOutOfTheWay = false )

◆ TaskFollowWithWorldOffset()

UAbilityTask_Follow TaskFollowWithWorldOffset ( UGameplayAbility OwningAbility,
AActor Actor,
FVector WorldOffsetLocation,
float32 ReachDistance = - 1.000000,
bool bCanStrafe = false,
bool bShouldMoveOutOfTheWay = false )

◆ TaskGiveItem()

UAbilityTask_GiveItem TaskGiveItem ( UGameplayAbility OwningAbility,
AGothicCharacterState ReceivingCharacterState,
TSubclassOf< UItemDefinition > ItemToGive,
int Count = 1,
EInventorySlotKind FromInventory = EInventorySlotKind :: BasicInventory )

◆ TaskGiveItemToLook()

UAbilityTask_GiveItemToLook TaskGiveItemToLook ( UGameplayAbility OwningAbility,
AGothicCharacterState ReceivingCharacterStateLook,
TSubclassOf< UItemDefinition > ItemToGiveLook,
int CountLook = 1 )

◆ TaskGotoWaypoint()

UAbilityTask_GotoWaypoint TaskGotoWaypoint ( UGameplayAbility OwningAbility,
FName WaypointName,
float32 ReachDistance = - 1.000000,
bool bCanStrafe = false )

◆ TaskGuideToLocation()

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 )

◆ TaskHandleSubdialog()

UAbilityTask_HandleSubdialog TaskHandleSubdialog ( UGameplayAbility OwningAbility,
TArray< TSubclassOf< UConversationTopic > > Topics,
UConversationTopic FromTopic )

◆ TaskInteractHereWithoutSpot()

UAbilityTask_InteractWith TaskInteractHereWithoutSpot ( UGameplayAbility OwningAbility,
FGameplayTag Action,
float32 ActionDuration )

◆ TaskInteractWithActor()

UAbilityTask_InteractWith TaskInteractWithActor ( UGameplayAbility OwningAbility,
AActor ActorToInteractWith,
FGameplayTag Action,
float32 ActionDuration )

◆ TaskInteractWithActorRandomAction()

UAbilityTask_InteractWith TaskInteractWithActorRandomAction ( UGameplayAbility OwningAbility,
AActor ActorToInteractWith,
FGameplayTagContainer PossibleActions,
float32 ActionDuration )

◆ TaskInteractWithSpot()

UAbilityTask_InteractWith TaskInteractWithSpot ( UGameplayAbility OwningAbility,
FInteractionSpotHandle InteractionSpot,
FGameplayTag Action,
float32 ActionDuration )

◆ TaskInteractWithSpotRandomAction()

UAbilityTask_InteractWith TaskInteractWithSpotRandomAction ( UGameplayAbility OwningAbility,
FInteractionSpotHandle InteractionSpot,
FGameplayTagContainer PossibleActions,
float32 ActionDuration )

◆ TaskJumpHorizontal()

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.

◆ TaskJumpThenFall()

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.

◆ TaskLaunchSpell()

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).

◆ TaskLeaveAimingStance()

UAbilityTask_LeaveAimingStance TaskLeaveAimingStance ( UGameplayAbility OwningAbility)

◆ TaskLeaveBlockingStance()

UAbilityTask_LeaveBlockingStance TaskLeaveBlockingStance ( UGameplayAbility OwningAbility)

◆ TaskNavLink()

UUAbilityTask_InteractWithNavLink TaskNavLink ( UGameplayAbility OwningAbility,
FGameplayTag InAction,
float32 InActionDuration )

Use for interaction with NavLinks without being bound to a spot.

◆ TaskNavLinkJump()

UAbilityTask_NavLinkJump TaskNavLinkJump ( UGameplayAbility OwningAbility,
FVector NavLinkStart,
FVector NavLinkEnd )

◆ TaskNavLinkSpot()

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.

◆ TaskNavLinkTraversal()

UAbilityTask_TraverseNavLink TaskNavLinkTraversal ( UGameplayAbility OwningAbility,
FGameplayTag ActionTag,
FVector NavLinkStart,
FVector NavLinkEnd )

◆ TaskParryAndRiposte()

UAbilityTask_ParryAndRiposte TaskParryAndRiposte ( UGameplayAbility OwningAbility,
AGothicCharacter ParryTarget,
FGameplayTag Direction )

◆ TaskPickUpSpecificItem()

UAbilityTask_PickUpItem TaskPickUpSpecificItem ( UGameplayAbility OwningAbility,
AItemVisualWorld Item )

◆ TaskPlayLevelSequenceByName()

UAbilityTask_PlayLevelSequence TaskPlayLevelSequenceByName ( UGameplayAbility OwningAbility,
FName LevelSequenceName )

◆ TaskPutAwayItem()

UAbilityTask_PutAwayItem TaskPutAwayItem ( UGameplayAbility OwningAbility)

Puts whatever the character is holding right now back into the inventory.

◆ TaskRoll()

UAbilityTask_Roll TaskRoll ( UGameplayAbility OwningAbility,
FVector Direction )

◆ TaskRollAwayFrom()

UAbilityTask_Roll TaskRollAwayFrom ( UGameplayAbility OwningAbility,
FVector RollAwayFromLocation )

◆ TaskRollBack()

UAbilityTask_Roll TaskRollBack ( UGameplayAbility OwningAbility)

◆ TaskRollFront()

UAbilityTask_Roll TaskRollFront ( UGameplayAbility OwningAbility)

◆ TaskRollLeft()

UAbilityTask_Roll TaskRollLeft ( UGameplayAbility OwningAbility)

◆ TaskRollRight()

UAbilityTask_Roll TaskRollRight ( UGameplayAbility OwningAbility)

◆ TaskRollToEvade()

UAbilityTask_Roll TaskRollToEvade ( UGameplayAbility OwningAbility,
FVector DirectionOfIncommingAttack,
bool bFlipSide = false )

◆ TaskSayVoiceline()

UAbilityTask_SayVoiceline TaskSayVoiceline ( UGameplayAbility OwningAbility,
FText Text,
FGameplayTag SoundKind )

◆ TaskSendAndWaitForEvent()

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.

◆ TaskSequence()

UAbilityTask_TaskSequence TaskSequence ( UGameplayAbility OwningAbility,
const TArray< UAbilityTaskGeneric > Tasks )

Create a new UAbilityTask_TaskSequence given a list of Tasks to do.

◆ TaskSpeak()

UAbilityTask_Speak TaskSpeak ( UGameplayAbility OwningAbility,
FText Text,
FGameplayTag Expression,
EPerceptionNoiseLoudness Loudness = EPerceptionNoiseLoudness :: Quiet,
AGothicCharacter TargetCharacter = nullptr,
bool bUnskippable = false,
FName ForcedSubtitleLanguage = NAME_None )

◆ TaskSpeakGenericVoiceline()

UAbilityTask_Speak TaskSpeakGenericVoiceline ( UGameplayAbility OwningAbility,
FGameplayTag SoundTag,
EPerceptionNoiseLoudness Loudness = EPerceptionNoiseLoudness :: Quiet,
AGothicCharacter TargetCharacter = nullptr,
bool bUnskippable = false )

◆ TaskSpeakGenericVoicelineQueue()

UAbilityTask_Speak TaskSpeakGenericVoicelineQueue ( UGameplayAbility OwningAbility,
TArray< FGameplayTag > SoundTags,
EPerceptionNoiseLoudness Loudness = EPerceptionNoiseLoudness :: Quiet,
AGothicCharacter TargetCharacter = nullptr,
bool bUnskippable = false )

◆ TaskTakeOutItem()

UAbilityTask_TakeOutItem TaskTakeOutItem ( UGameplayAbility OwningAbility,
TSubclassOf< UItemDefinition > ItemDefinition )

Puts an item of the given kind into the hand of the character. Plays equip animation.

◆ TaskTaunt()

UAbilityTask_Taunt TaskTaunt ( UGameplayAbility OwningAbility,
FGameplayTag TauntTag )

◆ TaskTauntMatchingAll()

UAbilityTask_Taunt TaskTauntMatchingAll ( UGameplayAbility OwningAbility,
FGameplayTagContainer AllTagsRequired,
FGameplayTagContainer BlockedTags )

◆ TaskTauntMatchingAllAndOne()

UAbilityTask_Taunt TaskTauntMatchingAllAndOne ( UGameplayAbility OwningAbility,
FGameplayTagContainer AllTagsRequired,
FGameplayTagContainer OneTagRequired,
FGameplayTagContainer BlockedTags )

◆ TaskTauntMatchingAny()

UAbilityTask_Taunt TaskTauntMatchingAny ( UGameplayAbility OwningAbility,
FGameplayTagContainer OneTagRequired,
FGameplayTagContainer BlockedTags )

◆ TaskTradeWith()

UAbilityTask_TradeWith TaskTradeWith ( UGameplayAbility OwningAbility,
AGothicCharacterState Buyer )

Trade with an NPC and wait until trading UI is closed.

◆ TaskTurnToActor()

UAbilityTask_TurnTo TaskTurnToActor ( UGameplayAbility OwningAbility,
const AActor Actor,
float32 MinAngleDifferenceForUsingAnimation = 1.000000,
float32 MinAngleDifferenceToSkipAnyTurn = - 1.000000 )

◆ TaskTurnToDirection()

UAbilityTask_TurnTo TaskTurnToDirection ( UGameplayAbility OwningAbility,
FVector Direction,
float32 MinAngleDifferenceForUsingAnimation = 1.000000,
float32 MinAngleDifferenceToSkipAnyTurn = - 1.000000 )

◆ TaskTurnToPosition()

UAbilityTask_TurnTo TaskTurnToPosition ( UGameplayAbility OwningAbility,
FVector Position,
float32 MinAngleDifferenceForUsingAnimation = 1.000000,
float32 MinAngleDifferenceToSkipAnyTurn = - 1.000000 )

◆ TaskUndrawWeapon()

UAbilityTask_UndrawWeapon TaskUndrawWeapon ( UGameplayAbility OwningAbility)

◆ TaskWaitForEvent()

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.

◆ TaskWaitForFirstTaskToEnd()

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.

◆ TaskWaitForLastTaskToEnd()

UGenericAbilityTask_WaitForTasksToEnd TaskWaitForLastTaskToEnd ( UGameplayAbility OwningAbility,
TArray< UAbilityTaskGeneric > Tasks )

Waits for all given tasks to end.

◆ TaskWaitForTagToBeRemoved()

UAbilityTask_WaitForTagToBeRemoved TaskWaitForTagToBeRemoved ( UGameplayAbility OwningAbility,
FGameplayTag Tag )

◆ TaskWaitSeconds()

UAbilityTask_WaitSeconds TaskWaitSeconds ( UGameplayAbility OwningAbility,
float32 SecondsToWait )

◆ TaskWaitUntilCanMove()

UAbilityTask_WaitUntilCanMove TaskWaitUntilCanMove ( UGameplayAbility OwningAbility)

◆ TaskWaitUntilNoLongerBlocked()

UAbilityTask_WaitUntilNoLongerBlocked TaskWaitUntilNoLongerBlocked ( UGameplayAbility OwningAbility)

◆ TaskWallClimb()

UAbilityTask_TriggerWallClimb TaskWallClimb ( UGameplayAbility OwningAbility,
AClimbableWall ClimbableWall,
FGameplayTag Tag )

◆ Throw()

void Throw ( FString Text)

◆ throw()

void throw ( FString Message)

◆ ThrowIf()

void ThrowIf ( bool Condition,
FString Text )

◆ Warning() [1/2]

void Warning ( FName CategoryName,
FString Text )

◆ Warning() [2/2]

void Warning ( FString Text)

◆ WarningIf() [1/2]

void WarningIf ( bool Condition,
FName CategoryName,
FString Text )

◆ WarningIf() [2/2]

void WarningIf ( bool Condition,
FString Text )

Variable Documentation

◆ AngelscriptCallstack

const TArray<FString> AngelscriptCallstack

◆ AngelscriptPackage

const UPackage AngelscriptPackage

◆ BIG_NUMBER

const float BIG_NUMBER

◆ CurrentWorld

const UWorld CurrentWorld

◆ EULERS_NUMBER

const float EULERS_NUMBER

◆ GFrameNumber

uint GFrameNumber

◆ HALF_PI

const float HALF_PI

◆ KINDA_SMALL_NUMBER

const float KINDA_SMALL_NUMBER

◆ MAX_dbl

const float MAX_dbl

◆ MAX_flt

const float MAX_flt

◆ MAX_int16

const int16 MAX_int16

◆ MAX_int32

const int MAX_int32

◆ MAX_int64

const int64 MAX_int64

◆ MAX_int8

const int8 MAX_int8

◆ MAX_uint16

const uint16 MAX_uint16

◆ MAX_uint32

const uint MAX_uint32

◆ MAX_uint64

const uint64 MAX_uint64

◆ MAX_uint8

const uint8 MAX_uint8

◆ MIN_dbl

const float MIN_dbl

◆ MIN_flt

const float MIN_flt

◆ MIN_int16

const int16 MIN_int16

◆ MIN_int32

const int MIN_int32

◆ MIN_int64

const int64 MIN_int64

◆ MIN_int8

const int8 MIN_int8

◆ MIN_uint16

const uint16 MIN_uint16

◆ MIN_uint32

const uint MIN_uint32

◆ MIN_uint64

const uint64 MIN_uint64

◆ MIN_uint8

const uint8 MIN_uint8

◆ NAME_None

const FName NAME_None

◆ NAN_dbl

const float NAN_dbl

◆ NAN_flt

const float NAN_flt

◆ PI

const float PI

◆ SMALL_NUMBER

const float SMALL_NUMBER

◆ THRESH_NORMALS_ARE_ORTHOGONAL

const float THRESH_NORMALS_ARE_ORTHOGONAL

◆ THRESH_NORMALS_ARE_PARALLEL

const float THRESH_NORMALS_ARE_PARALLEL

◆ THRESH_VECTOR_NORMALIZED

const float THRESH_VECTOR_NORMALIZED

◆ TransientPackage

const UPackage TransientPackage

◆ TWO_PI

const float TWO_PI