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

Functions

Functions
FInteractionSpotHandle FindRandomReachableUnclaimedSpotInRadiusWithTag (AGothicCharacterState ForCharacter, FVector Location, float32 Radius, FGameplayTag Tag)
bool CanFindSpotsUsableByPawnInRadius_TryMultipleActions (AGothicCharacterState PotentialUser, FGameplayTagContainer PossibleActions, FVector Location, float32 Radius)
 Returns true if there are any spots claimable with any of the given actions at the given location.
int CountSpotsUsableByPawnInRadius (AGothicCharacterState PotentialUser, FGameplayTag Action, FVector Location, float32 Radius)
 Counts all spots that can be claimed by the given pawn at the given location.
int CountSpotsUsableByPawnInRadius_TryMultipleActions (AGothicCharacterState PotentialUser, FGameplayTagContainer PossibleActions, FVector Location, float32 Radius)
 Counts all spots that can be claimed by the given pawn at the given location.
TArray< FInteractionSpotHandle > FindAllReachableSpotsInAreaAtLocation (FVector Location, AGothicCharacterState CharacterState,)
TArray< FInteractionSpotHandle > FindAllSpotsInArea (UAreaTagRegionTrait Area,)
TArray< FInteractionSpotHandle > FindAllSpotsInAreaAtLocation (FVector Location,)
TArray< FInteractionSpotHandle > FindAllSpotsInVolume (AVolume Volume,)
FInteractionSpotHandle FindClosestSpotInRadiusWithTag (FVector Location, float32 Radius, FGameplayTag Tag,)
FInteractionSpotHandle FindClosestUnclaimedSpotInRadiusWithTag (FVector Location, float32 Radius, FGameplayTag Tag,)
FInteractionSpotHandle FindClosestUsableSpotInRadiusWithTag (AGothicCharacterState PotentialUser, FVector Location, float32 Radius, FGameplayTag Tag,)
FInteractionSpotHandle FindRandomReachableClaimableSpotInRadiusWithTag (AGothicCharacterState ForCharacter, FVector Location, float32 Radius, FGameplayTag Tag)
FInteractionSpotHandle FindRandomReachableSpotInRadiusWithTag (AGothicCharacterState ForCharacter, FVector Location, float32 Radius, FGameplayTag Tag,)
bool CanFindSpotsUsableByPawnInRadius (AGothicCharacterState PotentialUser, FGameplayTag Action, FVector Location, float32 Radius)
 Returns true if there are any spots claimable with the given action at the given location.
FInteractionSpotHandle FindRandomReachableUsableSpotInRadiusWithTag (AGothicCharacterState ForCharacter, FVector Location, float32 Radius, FGameplayTag Tag)
TArray< FInteractionSpotHandle > FindReachableSpotsInBox (FBox Box,, AGothicCharacterState CharacterState)
TArray< FInteractionSpotHandle > FindSpotsInBox2D (FBox2D Box,)
TArray< FInteractionSpotHandle > FindSpotsInBox3D (FBox Box,)
TArray< FInteractionSpotHandle > FindSpotsInBrush (UBrushComponent Brush,)
TArray< FInteractionSpotHandle > FindSpotsInRadius (FVector Location, float32 Radius,)
TArray< FInteractionSpotHandle > FindSpotsInRadius2D (FVector2D Location, float32 Radius,)
TArray< FInteractionSpotHandle > FindSpotsPotentiallyUsableByPawnInRadius (AGothicCharacterState PotentialUser, FGameplayTag Action, FVector Location, float32 Radius)
 Outputs all spots that can be claimed by the given pawn at the given location.
TArray< FInteractionSpotHandle > FindSpotsUsableByPawnInRadius (AGothicCharacterState PotentialUser, FGameplayTag Action, FVector Location, float32 Radius)
 Outputs all spots that can be claimed by the given pawn at the given location.
TArray< FInteractionSpotHandle > FindSpotsUsableByPawnInRadius_TryMultipleActions (AGothicCharacterState PotentialUser, FGameplayTagContainer PossibleActions, FVector Location, float32 Radius)
 Outputs all spots that can be claimed by the given pawn at the given location.
FVector GetLocationByName (FName InteractionSpotName,)
bool IsSpotReachableByCharacter (const AGothicCharacterState CharacterState, FInteractionSpotHandle Handle,)
void SortSpotArrayByDistance (TArray< FInteractionSpotHandle > &Spots, FVector Center,)

Function Documentation

◆ CanFindSpotsUsableByPawnInRadius()

bool CanFindSpotsUsableByPawnInRadius ( AGothicCharacterState PotentialUser,
FGameplayTag Action,
FVector Location,
float32 Radius )

Returns true if there are any spots claimable with the given action at the given location.

◆ CanFindSpotsUsableByPawnInRadius_TryMultipleActions()

bool CanFindSpotsUsableByPawnInRadius_TryMultipleActions ( AGothicCharacterState PotentialUser,
FGameplayTagContainer PossibleActions,
FVector Location,
float32 Radius )

Returns true if there are any spots claimable with any of the given actions at the given location.

◆ CountSpotsUsableByPawnInRadius()

int CountSpotsUsableByPawnInRadius ( AGothicCharacterState PotentialUser,
FGameplayTag Action,
FVector Location,
float32 Radius )

Counts all spots that can be claimed by the given pawn at the given location.

◆ CountSpotsUsableByPawnInRadius_TryMultipleActions()

int CountSpotsUsableByPawnInRadius_TryMultipleActions ( AGothicCharacterState PotentialUser,
FGameplayTagContainer PossibleActions,
FVector Location,
float32 Radius )

Counts all spots that can be claimed by the given pawn at the given location.

◆ FindAllReachableSpotsInAreaAtLocation()

TArray< FInteractionSpotHandle > FindAllReachableSpotsInAreaAtLocation ( FVector Location,
AGothicCharacterState CharacterState )
Returns
All interaction spots that are in the same Area as the given location that are reachable by the given Character State.s

◆ FindAllSpotsInArea()

TArray< FInteractionSpotHandle > FindAllSpotsInArea ( UAreaTagRegionTrait Area)
Returns
All interaction spots whose centers are within the given volume.

◆ FindAllSpotsInAreaAtLocation()

TArray< FInteractionSpotHandle > FindAllSpotsInAreaAtLocation ( FVector Location)
Returns
All interaction spots that are in the same Area as the given location.

◆ FindAllSpotsInVolume()

TArray< FInteractionSpotHandle > FindAllSpotsInVolume ( AVolume Volume)
Returns
All interaction spots whose centers are within the given volume.

◆ FindClosestSpotInRadiusWithTag()

FInteractionSpotHandle FindClosestSpotInRadiusWithTag ( FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot closest to the given location that has the given action-tag. May be claimed.

◆ FindClosestUnclaimedSpotInRadiusWithTag()

FInteractionSpotHandle FindClosestUnclaimedSpotInRadiusWithTag ( FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot closest to the given location that has the given action-tag and is currently unclaimed.

◆ FindClosestUsableSpotInRadiusWithTag()

FInteractionSpotHandle FindClosestUsableSpotInRadiusWithTag ( AGothicCharacterState PotentialUser,
FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot closest to the given location that has the given action-tag and is claimable by the given actor.

◆ FindRandomReachableClaimableSpotInRadiusWithTag()

FInteractionSpotHandle FindRandomReachableClaimableSpotInRadiusWithTag ( AGothicCharacterState ForCharacter,
FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot that can best be reached via Pathfinding that has the given action-tag and is claimable by the given actor. (Potentially expensive)

◆ FindRandomReachableSpotInRadiusWithTag()

FInteractionSpotHandle FindRandomReachableSpotInRadiusWithTag ( AGothicCharacterState ForCharacter,
FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot that can best be reached via Pathfinding that has the given action-tag. May be claimed. (Potentially expensive)

◆ FindRandomReachableUnclaimedSpotInRadiusWithTag()

FInteractionSpotHandle FindRandomReachableUnclaimedSpotInRadiusWithTag ( AGothicCharacterState ForCharacter,
FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot that can best be reached via Pathfinding that has the given action-tag and is currently unclaimed. (Potentially expensive)

◆ FindRandomReachableUsableSpotInRadiusWithTag()

FInteractionSpotHandle FindRandomReachableUsableSpotInRadiusWithTag ( AGothicCharacterState ForCharacter,
FVector Location,
float32 Radius,
FGameplayTag Tag )
Returns
InteractionSpot that can best be reached via Pathfinding that has the given action-tag and is claimable and usable by the given actor. (Potentially expensive)

◆ FindReachableSpotsInBox()

TArray< FInteractionSpotHandle > FindReachableSpotsInBox ( FBox Box,
AGothicCharacterState CharacterState )
Returns
All interaction spots within the given bounds reachable by Character State.

◆ FindSpotsInBox2D()

TArray< FInteractionSpotHandle > FindSpotsInBox2D ( FBox2D Box)
Returns
All interaction spots within the given bounds.

◆ FindSpotsInBox3D()

TArray< FInteractionSpotHandle > FindSpotsInBox3D ( FBox Box)
Returns
All interaction spots within the given bounds.

◆ FindSpotsInBrush()

TArray< FInteractionSpotHandle > FindSpotsInBrush ( UBrushComponent Brush)
Returns
All interaction spots whose centers are within the given brush.

◆ FindSpotsInRadius()

TArray< FInteractionSpotHandle > FindSpotsInRadius ( FVector Location,
float32 Radius )
Returns
All interaction spots within the given bounds.

◆ FindSpotsInRadius2D()

TArray< FInteractionSpotHandle > FindSpotsInRadius2D ( FVector2D Location,
float32 Radius )
Returns
All interaction spots within the given bounds.

◆ FindSpotsPotentiallyUsableByPawnInRadius()

TArray< FInteractionSpotHandle > FindSpotsPotentiallyUsableByPawnInRadius ( AGothicCharacterState PotentialUser,
FGameplayTag Action,
FVector Location,
float32 Radius )

Outputs all spots that can be claimed by the given pawn at the given location.

◆ FindSpotsUsableByPawnInRadius()

TArray< FInteractionSpotHandle > FindSpotsUsableByPawnInRadius ( AGothicCharacterState PotentialUser,
FGameplayTag Action,
FVector Location,
float32 Radius )

Outputs all spots that can be claimed by the given pawn at the given location.

◆ FindSpotsUsableByPawnInRadius_TryMultipleActions()

TArray< FInteractionSpotHandle > FindSpotsUsableByPawnInRadius_TryMultipleActions ( AGothicCharacterState PotentialUser,
FGameplayTagContainer PossibleActions,
FVector Location,
float32 Radius )

Outputs all spots that can be claimed by the given pawn at the given location.

◆ GetLocationByName()

FVector GetLocationByName ( FName InteractionSpotName)

◆ IsSpotReachableByCharacter()

bool IsSpotReachableByCharacter ( const AGothicCharacterState CharacterState,
FInteractionSpotHandle Handle )
Returns
True if Character state can navigate to this spot from given location

◆ SortSpotArrayByDistance()

void SortSpotArrayByDistance ( TArray< FInteractionSpotHandle > & Spots,
FVector Center )