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

Functions

Ability
void ReceiveGameplayEventFromActor (AActor Actor, FGameplayTag EventTag, FOnReceiveEventDelegate callback=FOnReceiveEventDelegate())
 This function can be used to receive an gameplay event tag.
Functions
bool CalculateShootingArrowProjectileReachabilityFromCamera (AGothicCharacter instigator, const AGothicCharacter target)
bool CalculateShootingProjectileTargetLocationFromCamera (AGothicCharacter instigator, FVector spawnLocation, float32 projectileRange, float32 projectileRadius, FName profileNameCamera, FName profileName, FName traceTag, FVector &targetLocation, FHitResult &outHitResult, bool debug=false, float32 debugLifeTime=- 1.000000, bool isCollisionTraceComplex=false)
bool CalculateShootingProjectileTargetLocationFromLocation (AGothicCharacter instigator, FVector spawnLocation, FVector location, FVector direction, float32 projectileRange, float32 projectileRadius, FName profileNameCamera, FName profileName, FName traceTag, FVector &targetLocation, FHitResult &outHitResult, bool debug=false, float32 debugLifeTime=- 1.000000, bool isCollisionTraceComplex=false)
bool CalculateShootingSpellProjectileReachabilityFromCamera (AGothicCharacter instigator, const AGothicCharacter target, FName socketName, float32 range=10000.000000)
bool CanEquipRuneOrScrollAfterUse (AActor Owner)
FGameplayAbilityTargetData_Shrink CastToTargetDataShrink (FGameplayEventData Payload)
bool CalculateAreaSpellReachabilityFromCamera (AGothicCharacter instigator, const AGothicCharacter target, const USpellConfig spellConfig, float32 radius=1.000000, float32 range=100000.000000)
bool CheckGEHasRemoveOtherGEGameplayTag (UAbilitySystemComponent TargetAbilitySystemComponent, FGameplayEffectSpec GameplayEffectSpec, FActiveGameplayEffectHandle ActiveGameplayEffectHandle, FGameplayTagContainer GameplayTagContainer)
bool CheckIfCanDoUntransformation (AActor actor)
FGameplayEventData CreateEventData (USceneComponent SceneComponent)
void DebugOnScreen (FName Text, float32 Duration, FColor Color, int Key=- 1)
void DebugPrintMessage (FString Message, FColor Color)
void DetachFromEvent (AActor Owner, UDelegateHandleContainer DelegateHandleContainer)
bool FillWithDamageTypeAndDamageAmountFromRuneSpellContainer (AGothicCharacter GothicCharacter, const URuneSpellContainer container, FGameplayTag &damageType, TArray< float32 > &damages)
FVector FindClosestPointOnLine (FVector Point, FVector LineOrigin, FVector LineDirection)
bool FindFloorAtLocation (FVector location, FHitResult &HitResult, AActor IgnoreActor=nullptr, ECollisionChannel channel=ECollisionChannel ::ECC_Visibility, float32 minHeight=- 100.000000, float32 maxHeight=100.000000, bool EvaluateWaterSurface=false)
bool FindFloorAtLocationAverage (FVector location, FVector &floorLocation, FVector &normal, AActor IgnoreActor, ECollisionChannel channel, float32 minHeight, float32 maxHeight, int numRays, int wide)
FRotator FindLookAtRotation (FVector Start, FVector Target)
void FindSpawnLocations (TArray< FSpawnLocation > &SpawnLocations, const AActor Target, const FSpawnLocationQueryParams Params)
void FindSpawnPositionForAI (TSubclassOf< USpawnAIAgentDefinition > spawnDef, TArray< FVector > &spawnPositions, FTransform transform, float32 radiusMin, float32 radiusMax, float32 radiusStep, float32 angle, float32 angleStep)
bool FindWaterSurfaceAtLocation (FVector location, FHitResult &HitResult, AActor IgnoreActor=nullptr, float32 minHeight=- 100.000000, float32 maxHeight=100.000000)
void FinishSpawning (AActor actor, FTransform transform)
TArray< AGothicPlayerState > GetAllPlayers (AActor Actor)
TArray< AGothicPlayerState > GetAllPlayersNearCurrentLocation (UWorld World, AActor FromActor, float32 Distance)
USpellItemAnimConfig GetAnimationDataFromDataModule (const AActor Actor, FGameplayTag SpellTag)
bool GetCameraDirectionAndLocation (const AGothicCharacter instigator, FVector &cameraDirection, FVector &cameraLocation)
FVector GetCameraProjectionOverCharacter (AGothicCharacter instigator)
FName GetCharacterBoneGivenAWeaponDefinition (const AGothicCharacter character, UWeaponDefinition weaponDefinition)
FTransform GetCharacterBoneTransformGivenABoneName (const AGothicCharacter character, FName boneName)
FTransform GetCharacterBoneTransformGivenAWeaponDefinition (const AGothicCharacter character, UWeaponDefinition weaponDefinition)
FGameplayTag GetCombatDirectionGivenHitLocation (FVector targetForward, FVector targetRight, FVector hitDirectionNormalized)
int GetCostAttributePoints (FName Attribute, const AGothicCharacterState Learner, float32 NumPoints)
float32 GetDurationMontageSection (const UAnimMontage montage, FName sectionName)
 Animation related.
int GetGameplayEffectStackCount (FActiveGameplayEffect GameplayEffect)
EGameplayEffectStackingType GetGameplayEffectStackingType (FGameplayEffectSpecHandle SpecHandle)
EMovementMode GetGroundMovementMode (AGothicCharacter Character)
float32 GetHalfHeightActor (const AActor actor)
USceneComponent GetInteractSensorPoint (AActor Target)
UDelegateHandleContainer AttachToEventTag (AActor Owner, const FGameplayTag EventTag, UObject FunctionUser, const FName FunctionName)
TSubclassOf< AActor > GetPreloaded (TSoftClassPtr< AActor > SoftClassPtr)
bool GetSingleActorTargetFromCamera (AActor instigator, float32 traceRange, ETraceTypeQuery TraceChannel, bool bTraceComplex, FCollisionResponseContainer responses, TArray< AActor > &ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
bool GetSingleActorTargetFromCameraByCapsule (AGothicCharacter instigator, float32 traceRange, float32 radius, float32 halfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, FCollisionResponseContainer responses, TArray< AActor > &ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
bool GetSingleActorTargetFromCameraByLine (AGothicCharacter instigator, float32 traceRange, ETraceTypeQuery TraceChannel, bool bTraceComplex, FCollisionResponseContainer responses, TArray< AActor > &ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
bool GetSingleActorTargetFromCameraBySphere (AGothicCharacter instigator, float32 traceRange, float32 radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, FCollisionResponseContainer responses, TArray< AActor > &ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
const USpellConfig GetSpellConfigGivenACharacter (const AGothicCharacter character)
ASpellItemVisual GetSpellVisualRuneScroll (AActor Owner)
int GetStackLimitCount (FGameplayEffectSpecHandle SpecHandle)
FGameplayEventData GetTargetEventData (AActor Target)
FGameplayEventData GetTargetEventDataForTelekinesis (AActor Target)
FGameplayAbilitySpecHandle GivePlayRemove (UAbilitySystemComponent TargetAbilitySystemComponent, FGameplayAbilitySpec &Spec, FGameplayEventData EventData)
bool HasMoreScrolls (AActor Owner)
FVector InverseTransformLocation (FTransform T, FVector Location)
bool IsActivaAbilityByClass (const UAbilitySystemComponent AbilitySystem, TSubclassOf< UGameplayAbility > AbilityClass)
bool IsPointInsideBox (FVector Point, UBoxComponent BoxComponent)
bool IsPointInsideTriangleGiven (FVector point, FVector trianglePoint, FVector heightDirection, float32 angle, float32 height)
bool IsScroll (const ASpellItemVisual spellItemVisual)
bool IsTargetReachable (AActor Caster, AActor Target, ECollisionChannel CollisionChannel, FCollisionResponseContainer responses, EDrawDebugTrace DrawDebugType=EDrawDebugTrace ::None)
bool IsTargetVisible (AActor SourceActor, AActor Target, FVector OriginPoint, UPrimitiveComponent OtherComp)
bool IsValidGameplayEffectHandle (FActiveGameplayEffectHandle Handle)
bool IsValidGameplaySpecHandle (FGameplayAbilitySpecHandle Handle)
bool IsValidStackableActiveGameplayEffect (FActiveGameplayEffect GameplayEffect)
bool IsWater (const AActor actor)
void LogInfo (EGothicLogCategory Category, FString Text)
void ModifyGravity (AActor actor, bool simulationEnabled, FVector velocity)
FRotator OrientateVectorToAnotherVector (FVector v1, FVector v2)
FGameplayTag GetOppositeCombatDirection (FGameplayTag direction)
UDelegateHandleContainer RegisterGameplayTagEvent (UAbilitySystemComponent AbilitySystem, FGameplayTag GameplayTag, EGameplayTagEventType TagEventType, UObject UserObject, FName FunctionName)
TArray< FSpawnLocationArray > RetrieveSpawnPositionsByStepIndex (TArray< FSpawnLocation > SpawnLocations)
void SetGameplayEffectSpecDuration (FGameplayEffectSpecHandle &GeSpecHandle, float32 Duration)
void SetGESpecDuration (FGameplayEffectSpecHandle &GeSpecHandle, float32 Duration)
AActor SpawnActorDeferred (UClass Class, FTransform Transform)
AGothicNPCState SpawnAIAgentDefinition (TSubclassOf< UGameplayEffect > SpawnGameplayEffect, TSubclassOf< USpawnAIAgentDefinition > SpawnAIAgentDefinition, FVector Position, FRotator Rotation, TSubclassOf< UAIState_DailyRoutine > DailyRoutine, AActor Instigator)
UDecalComponent SpawnDecalAtLocation (FVector location, FVector normal, FVector size, UMaterialInterface material, bool flatProjection)
AActor SpawnRandomPrimitive (FSpawnLocation SpawnInfo, AActor Instigator, TArray< TSubclassOf< AActor > > Primitives)
void StopAllMontagesOnActor (AActor actor)
FVector TransformLocation (FTransform T, FVector Location)
void UnregisterGameplayTagEvent (UAbilitySystemComponent AbilitySystem, UDelegateHandleContainer DelegateHandleContainer)
bool WasSuccessfullyApplied (FActiveGameplayEffectHandle Handle)

Function Documentation

◆ AttachToEventTag()

UDelegateHandleContainer AttachToEventTag ( AActor Owner,
const FGameplayTag EventTag,
UObject FunctionUser,
const FName FunctionName )

◆ CalculateAreaSpellReachabilityFromCamera()

bool CalculateAreaSpellReachabilityFromCamera ( AGothicCharacter instigator,
const AGothicCharacter target,
const USpellConfig spellConfig,
float32 radius = 1.000000,
float32 range = 100000.000000 )

◆ CalculateShootingArrowProjectileReachabilityFromCamera()

bool CalculateShootingArrowProjectileReachabilityFromCamera ( AGothicCharacter instigator,
const AGothicCharacter target )

◆ CalculateShootingProjectileTargetLocationFromCamera()

bool CalculateShootingProjectileTargetLocationFromCamera ( AGothicCharacter instigator,
FVector spawnLocation,
float32 projectileRange,
float32 projectileRadius,
FName profileNameCamera,
FName profileName,
FName traceTag,
FVector & targetLocation,
FHitResult & outHitResult,
bool debug = false,
float32 debugLifeTime = - 1.000000,
bool isCollisionTraceComplex = false )

◆ CalculateShootingProjectileTargetLocationFromLocation()

bool CalculateShootingProjectileTargetLocationFromLocation ( AGothicCharacter instigator,
FVector spawnLocation,
FVector location,
FVector direction,
float32 projectileRange,
float32 projectileRadius,
FName profileNameCamera,
FName profileName,
FName traceTag,
FVector & targetLocation,
FHitResult & outHitResult,
bool debug = false,
float32 debugLifeTime = - 1.000000,
bool isCollisionTraceComplex = false )

◆ CalculateShootingSpellProjectileReachabilityFromCamera()

bool CalculateShootingSpellProjectileReachabilityFromCamera ( AGothicCharacter instigator,
const AGothicCharacter target,
FName socketName,
float32 range = 10000.000000 )

◆ CanEquipRuneOrScrollAfterUse()

bool CanEquipRuneOrScrollAfterUse ( AActor Owner)

◆ CastToTargetDataShrink()

FGameplayAbilityTargetData_Shrink CastToTargetDataShrink ( FGameplayEventData Payload)

◆ CheckGEHasRemoveOtherGEGameplayTag()

bool CheckGEHasRemoveOtherGEGameplayTag ( UAbilitySystemComponent TargetAbilitySystemComponent,
FGameplayEffectSpec GameplayEffectSpec,
FActiveGameplayEffectHandle ActiveGameplayEffectHandle,
FGameplayTagContainer GameplayTagContainer )

◆ CheckIfCanDoUntransformation()

bool CheckIfCanDoUntransformation ( AActor actor)

◆ CreateEventData()

FGameplayEventData CreateEventData ( USceneComponent SceneComponent)

◆ DebugOnScreen()

void DebugOnScreen ( FName Text,
float32 Duration,
FColor Color,
int Key = - 1 )

◆ DebugPrintMessage()

void DebugPrintMessage ( FString Message,
FColor Color )

◆ DetachFromEvent()

void DetachFromEvent ( AActor Owner,
UDelegateHandleContainer DelegateHandleContainer )

◆ FillWithDamageTypeAndDamageAmountFromRuneSpellContainer()

bool FillWithDamageTypeAndDamageAmountFromRuneSpellContainer ( AGothicCharacter GothicCharacter,
const URuneSpellContainer container,
FGameplayTag & damageType,
TArray< float32 > & damages )

◆ FindClosestPointOnLine()

FVector FindClosestPointOnLine ( FVector Point,
FVector LineOrigin,
FVector LineDirection )

◆ FindFloorAtLocation()

bool FindFloorAtLocation ( FVector location,
FHitResult & HitResult,
AActor IgnoreActor = nullptr,
ECollisionChannel channel = ECollisionChannel :: ECC_Visibility,
float32 minHeight = - 100.000000,
float32 maxHeight = 100.000000,
bool EvaluateWaterSurface = false )

◆ FindFloorAtLocationAverage()

bool FindFloorAtLocationAverage ( FVector location,
FVector & floorLocation,
FVector & normal,
AActor IgnoreActor,
ECollisionChannel channel,
float32 minHeight,
float32 maxHeight,
int numRays,
int wide )

◆ FindLookAtRotation()

FRotator FindLookAtRotation ( FVector Start,
FVector Target )

◆ FindSpawnLocations()

void FindSpawnLocations ( TArray< FSpawnLocation > & SpawnLocations,
const AActor Target,
const FSpawnLocationQueryParams Params )

◆ FindSpawnPositionForAI()

void FindSpawnPositionForAI ( TSubclassOf< USpawnAIAgentDefinition > spawnDef,
TArray< FVector > & spawnPositions,
FTransform transform,
float32 radiusMin,
float32 radiusMax,
float32 radiusStep,
float32 angle,
float32 angleStep )

◆ FindWaterSurfaceAtLocation()

bool FindWaterSurfaceAtLocation ( FVector location,
FHitResult & HitResult,
AActor IgnoreActor = nullptr,
float32 minHeight = - 100.000000,
float32 maxHeight = 100.000000 )

◆ FinishSpawning()

void FinishSpawning ( AActor actor,
FTransform transform )

◆ GetAllPlayers()

TArray< AGothicPlayerState > GetAllPlayers ( AActor Actor)

◆ GetAllPlayersNearCurrentLocation()

TArray< AGothicPlayerState > GetAllPlayersNearCurrentLocation ( UWorld World,
AActor FromActor,
float32 Distance )

◆ GetAnimationDataFromDataModule()

USpellItemAnimConfig GetAnimationDataFromDataModule ( const AActor Actor,
FGameplayTag SpellTag )

◆ GetCameraDirectionAndLocation()

bool GetCameraDirectionAndLocation ( const AGothicCharacter instigator,
FVector & cameraDirection,
FVector & cameraLocation )

◆ GetCameraProjectionOverCharacter()

FVector GetCameraProjectionOverCharacter ( AGothicCharacter instigator)

◆ GetCharacterBoneGivenAWeaponDefinition()

FName GetCharacterBoneGivenAWeaponDefinition ( const AGothicCharacter character,
UWeaponDefinition weaponDefinition )

◆ GetCharacterBoneTransformGivenABoneName()

FTransform GetCharacterBoneTransformGivenABoneName ( const AGothicCharacter character,
FName boneName )

◆ GetCharacterBoneTransformGivenAWeaponDefinition()

FTransform GetCharacterBoneTransformGivenAWeaponDefinition ( const AGothicCharacter character,
UWeaponDefinition weaponDefinition )

◆ GetCombatDirectionGivenHitLocation()

FGameplayTag GetCombatDirectionGivenHitLocation ( FVector targetForward,
FVector targetRight,
FVector hitDirectionNormalized )

◆ GetCostAttributePoints()

int GetCostAttributePoints ( FName Attribute,
const AGothicCharacterState Learner,
float32 NumPoints )

◆ GetDurationMontageSection()

float32 GetDurationMontageSection ( const UAnimMontage montage,
FName sectionName )

Animation related.

◆ GetGameplayEffectStackCount()

int GetGameplayEffectStackCount ( FActiveGameplayEffect GameplayEffect)

◆ GetGameplayEffectStackingType()

EGameplayEffectStackingType GetGameplayEffectStackingType ( FGameplayEffectSpecHandle SpecHandle)

◆ GetGroundMovementMode()

EMovementMode GetGroundMovementMode ( AGothicCharacter Character)

◆ GetHalfHeightActor()

float32 GetHalfHeightActor ( const AActor actor)

◆ GetInteractSensorPoint()

USceneComponent GetInteractSensorPoint ( AActor Target)

◆ GetOppositeCombatDirection()

FGameplayTag GetOppositeCombatDirection ( FGameplayTag direction)

◆ GetPreloaded()

TSubclassOf< AActor > GetPreloaded ( TSoftClassPtr< AActor > SoftClassPtr)

◆ GetSingleActorTargetFromCamera()

bool GetSingleActorTargetFromCamera ( AActor instigator,
float32 traceRange,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FCollisionResponseContainer responses,
TArray< AActor > & ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

◆ GetSingleActorTargetFromCameraByCapsule()

bool GetSingleActorTargetFromCameraByCapsule ( AGothicCharacter instigator,
float32 traceRange,
float32 radius,
float32 halfHeight,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FCollisionResponseContainer responses,
TArray< AActor > & ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

◆ GetSingleActorTargetFromCameraByLine()

bool GetSingleActorTargetFromCameraByLine ( AGothicCharacter instigator,
float32 traceRange,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FCollisionResponseContainer responses,
TArray< AActor > & ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

◆ GetSingleActorTargetFromCameraBySphere()

bool GetSingleActorTargetFromCameraBySphere ( AGothicCharacter instigator,
float32 traceRange,
float32 radius,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FCollisionResponseContainer responses,
TArray< AActor > & ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

◆ GetSpellConfigGivenACharacter()

const USpellConfig GetSpellConfigGivenACharacter ( const AGothicCharacter character)

◆ GetSpellVisualRuneScroll()

ASpellItemVisual GetSpellVisualRuneScroll ( AActor Owner)

◆ GetStackLimitCount()

int GetStackLimitCount ( FGameplayEffectSpecHandle SpecHandle)

◆ GetTargetEventData()

FGameplayEventData GetTargetEventData ( AActor Target)

◆ GetTargetEventDataForTelekinesis()

FGameplayEventData GetTargetEventDataForTelekinesis ( AActor Target)

◆ GivePlayRemove()

FGameplayAbilitySpecHandle GivePlayRemove ( UAbilitySystemComponent TargetAbilitySystemComponent,
FGameplayAbilitySpec & Spec,
FGameplayEventData EventData )

◆ HasMoreScrolls()

bool HasMoreScrolls ( AActor Owner)

◆ InverseTransformLocation()

FVector InverseTransformLocation ( FTransform T,
FVector Location )

◆ IsActivaAbilityByClass()

bool IsActivaAbilityByClass ( const UAbilitySystemComponent AbilitySystem,
TSubclassOf< UGameplayAbility > AbilityClass )

◆ IsPointInsideBox()

bool IsPointInsideBox ( FVector Point,
UBoxComponent BoxComponent )

◆ IsPointInsideTriangleGiven()

bool IsPointInsideTriangleGiven ( FVector point,
FVector trianglePoint,
FVector heightDirection,
float32 angle,
float32 height )

◆ IsScroll()

bool IsScroll ( const ASpellItemVisual spellItemVisual)

◆ IsTargetReachable()

bool IsTargetReachable ( AActor Caster,
AActor Target,
ECollisionChannel CollisionChannel,
FCollisionResponseContainer responses,
EDrawDebugTrace DrawDebugType = EDrawDebugTrace :: None )

◆ IsTargetVisible()

bool IsTargetVisible ( AActor SourceActor,
AActor Target,
FVector OriginPoint,
UPrimitiveComponent OtherComp )

◆ IsValidGameplayEffectHandle()

bool IsValidGameplayEffectHandle ( FActiveGameplayEffectHandle Handle)

◆ IsValidGameplaySpecHandle()

bool IsValidGameplaySpecHandle ( FGameplayAbilitySpecHandle Handle)

◆ IsValidStackableActiveGameplayEffect()

bool IsValidStackableActiveGameplayEffect ( FActiveGameplayEffect GameplayEffect)

◆ IsWater()

bool IsWater ( const AActor actor)

◆ LogInfo()

void LogInfo ( EGothicLogCategory Category,
FString Text )

◆ ModifyGravity()

void ModifyGravity ( AActor actor,
bool simulationEnabled,
FVector velocity )

◆ OrientateVectorToAnotherVector()

FRotator OrientateVectorToAnotherVector ( FVector v1,
FVector v2 )

◆ ReceiveGameplayEventFromActor()

void ReceiveGameplayEventFromActor ( AActor Actor,
FGameplayTag EventTag,
FOnReceiveEventDelegate callback = FOnReceiveEventDelegate ( ) )

This function can be used to receive an gameplay event tag.

◆ RegisterGameplayTagEvent()

UDelegateHandleContainer RegisterGameplayTagEvent ( UAbilitySystemComponent AbilitySystem,
FGameplayTag GameplayTag,
EGameplayTagEventType TagEventType,
UObject UserObject,
FName FunctionName )

◆ RetrieveSpawnPositionsByStepIndex()

TArray< FSpawnLocationArray > RetrieveSpawnPositionsByStepIndex ( TArray< FSpawnLocation > SpawnLocations)

◆ SetGameplayEffectSpecDuration()

void SetGameplayEffectSpecDuration ( FGameplayEffectSpecHandle & GeSpecHandle,
float32 Duration )

◆ SetGESpecDuration()

void SetGESpecDuration ( FGameplayEffectSpecHandle & GeSpecHandle,
float32 Duration )

◆ SpawnActorDeferred()

AActor SpawnActorDeferred ( UClass Class,
FTransform Transform )

◆ SpawnAIAgentDefinition()

AGothicNPCState SpawnAIAgentDefinition ( TSubclassOf< UGameplayEffect > SpawnGameplayEffect,
TSubclassOf< USpawnAIAgentDefinition > SpawnAIAgentDefinition,
FVector Position,
FRotator Rotation,
TSubclassOf< UAIState_DailyRoutine > DailyRoutine,
AActor Instigator )

◆ SpawnDecalAtLocation()

UDecalComponent SpawnDecalAtLocation ( FVector location,
FVector normal,
FVector size,
UMaterialInterface material,
bool flatProjection )

◆ SpawnRandomPrimitive()

AActor SpawnRandomPrimitive ( FSpawnLocation SpawnInfo,
AActor Instigator,
TArray< TSubclassOf< AActor > > Primitives )

◆ StopAllMontagesOnActor()

void StopAllMontagesOnActor ( AActor actor)

◆ TransformLocation()

FVector TransformLocation ( FTransform T,
FVector Location )

◆ UnregisterGameplayTagEvent()

void UnregisterGameplayTagEvent ( UAbilitySystemComponent AbilitySystem,
UDelegateHandleContainer DelegateHandleContainer )

◆ WasSuccessfullyApplied()

bool WasSuccessfullyApplied ( FActiveGameplayEffectHandle Handle)