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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Functions | |
Utilities|Paths | |
| FString | GetProjectFilePath () |
| Gets the path to the project file. | |
| FString | AutomationLogDir () |
| Returns the directory for automation log files. | |
| FString | AutomationTransientDir () |
| Returns the directory for automation save files that are meant to be deleted every run. | |
| FString | BugItDir () |
| Returns the directory the engine uses to output BugIt files. | |
| FString | ChangeExtension (FString InPath, FString InNewExtension) |
| Changes the extension of the given filename (does nothing if the file has no extension). | |
| FString | CloudDir () |
| Returns the directory for local files used in cloud emulation or support. | |
| bool | CollapseRelativeDirectories (FString InPath, FString &OutPath) |
| Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory/../SomeOtherDirectory/Filename.ext and converts it to: BaseDirectory/SomeOtherDirectory/Filename.ext. | |
| FString | Combine (TArray< FString > InPaths) |
| Combine two or more Paths into one single Path. | |
| FString | ConvertFromSandboxPath (FString InPath, FString InSandboxName) |
| Converts a sandbox (in Saved/Sandboxes) path to a normal path. | |
| FString | ConvertRelativePathToFull (FString InPath, FString InBasePath="") |
| Converts a relative path name to a fully qualified name relative to the specified BasePath. BasePath will be the process BaseDir() if not BasePath is given. | |
| FString | ConvertToSandboxPath (FString InPath, FString InSandboxName) |
| Converts a normal path to a sandbox path (in Saved/Sandboxes). | |
| FString | CreateTempFilename (FString Path, FString Prefix="", FString Extension=".tmp") |
| Creates a temporary filename with the specified prefix. | |
| FString | DiffDir () |
| Returns the directory for temp files used for diffing. | |
| bool | DirectoryExists (FString InPath) |
| Returns true if this directory was found, false otherwise. | |
| FString | EngineConfigDir () |
| Returns the directory the root configuration files are located. | |
| FString | EngineContentDir () |
| Returns the content directory of the "core" engine that can be shared across several games or across games & mods. | |
| FString | EngineDir () |
| Returns the base directory of the "core" engine that can be shared across several games or across games & mods. Shaders and base localization files e.g. reside in the engine directory. | |
| FString | EngineIntermediateDir () |
| Returns the intermediate directory of the engine. | |
| FString | EnginePluginsDir () |
| Returns the plugins directory of the engine. | |
| FString | EngineSavedDir () |
| Returns the saved directory of the engine. | |
| FString | EngineSourceDir () |
| Returns the directory where engine source code files are kept. | |
| FString | EngineUserDir () |
| Returns the root directory for user-specific engine files. Always writable. | |
| FString | EngineVersionAgnosticUserDir () |
| Returns the root directory for user-specific engine files which can be shared between versions. Always writable. | |
| FString | EnterpriseDir () |
| Returns the base directory enterprise directory. | |
| FString | EnterpriseFeaturePackDir () |
| Returns the enterprise FeaturePack directory. | |
| FString | EnterprisePluginsDir () |
| Returns the enterprise plugins directory. | |
| FString | FeaturePackDir () |
| Returns the directory where feature packs are kept. | |
| bool | FileExists (FString InPath) |
| Returns true if this file was found, false otherwise. | |
| FString | GameAgnosticSavedDir () |
| Returns the saved directory that is not game specific. This is usually the same as EngineSavedDir(). | |
| FString | GameDevelopersDir () |
| Returns the directory that contains subfolders for developer-specific content. | |
| FString | GameSourceDir () |
| Returns the directory where game source code files are kept. | |
| FString | GameUserDeveloperDir () |
| Returns the directory that contains developer-specific content for the current user. | |
| FString | GeneratedConfigDir () |
| Returns the directory the engine saves generated config files. | |
| FString | GetBaseFilename (FString InPath, bool bRemovePath=true) |
| Returns the same thing as GetCleanFilename, but without the extension. | |
| FString | GetCleanFilename (FString InPath) |
| Returns the filename (with extension), minus any path information. | |
| const TArray< FString > & | GetEditorLocalizationPaths () |
| Returns a list of editor-specific localization paths. | |
| const TArray< FString > & | GetEngineLocalizationPaths () |
| Returns a list of engine-specific localization paths. | |
| FString | GetExtension (FString InPath, bool bIncludeDot=false) |
| Gets the extension for this filename. | |
| const TArray< FString > & | GetGameLocalizationPaths () |
| Returns a list of game-specific localization paths. | |
| FString | GetInvalidFileSystemChars () |
| Returns a string containing all invalid characters as dictated by the operating system. | |
| FString | GetPath (FString InPath) |
| Returns the path in front of the filename. | |
| FString | AutomationDir () |
| Returns the directory for automation save files. | |
| const TArray< FString > & | GetPropertyNameLocalizationPaths () |
| Returns a list of property name localization paths. | |
| const FString & | GetRelativePathToRoot () |
| Gets the relative path to get from BaseDir to RootDirectory. | |
| const TArray< FString > & | GetRestrictedFolderNames () |
| Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not. | |
| const TArray< FString > & | GetToolTipLocalizationPaths () |
| Returns a list of tool tip localization paths. | |
| bool | HasProjectPersistentDownloadDir () |
| Returns true if a writable directory for downloaded data that persists across play sessions is available. | |
| bool | IsDrive (FString InPath) |
| Returns true if this path represents a root drive or volume. | |
| bool | IsProjectFilePathSet () |
| Checks whether the path to the project file, if any, is set. | |
| bool | IsRelative (FString InPath) |
| Returns true if this path is relative to another path. | |
| bool | IsRestrictedPath (FString InPath) |
| Determines if supplied path uses a restricted/internal subdirectory. Note that slashes are normalized and character case is ignored for the comparison. | |
| bool | IsSamePath (FString PathA, FString PathB) |
| Checks if two paths are the same. | |
| FString | LaunchDir () |
| Returns the directory the application was launched from (useful for commandline utilities). | |
| bool | MakePathRelativeTo (FString InPath, FString InRelativeTo, FString &OutPath) |
| Assuming both paths (or filenames) are relative to the same base dir, converts InPath to be relative to InRelativeTo. | |
| void | MakePlatformFilename (FString InPath, FString &OutPath) |
| Takes an "Unreal" pathname and converts it to a platform filename. | |
| void | MakeStandardFilename (FString InPath, FString &OutPath) |
| Make fully standard "Unreal" pathname: | |
| FString | MakeValidFileName (FString InString, FString InReplacementChar="") |
| Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed. | |
| void | NormalizeDirectoryName (FString InPath, FString &OutPath) |
| Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon. | |
| void | NormalizeFilename (FString InPath, FString &OutPath) |
| Convert all / and \ to TEXT("/"). | |
| FString | ProfilingDir () |
| Returns the directory the engine uses to output profiling files. | |
| FString | ProjectConfigDir () |
| Returns the directory the root configuration files are located. | |
| FString | ProjectContentDir () |
| Returns the content directory of the current game by looking at FApp::GetProjectName(). | |
| FString | ProjectDir () |
| Returns the base directory of the current project by looking at FApp::GetProjectName(). This is usually a subdirectory of the installation root directory and can be overridden on the command line to allow self contained mod support. | |
| FString | ProjectIntermediateDir () |
| Returns the intermediate directory of the current game by looking at FApp::GetProjectName(). | |
| FString | ProjectLogDir () |
| Returns the directory the engine uses to output logs. This currently can't be an .ini setting as the game starts logging before it can read from .ini files. | |
| FString | ProjectModsDir () |
| Returns the mods directory of the current project by looking at FApp::GetProjectName(). | |
| FString | ProjectPersistentDownloadDir () |
| Returns the writable directory for downloaded data that persists across play sessions. | |
| FString | ProjectPluginsDir () |
| Returns the plugins directory of the current game by looking at FApp::GetProjectName(). | |
| FString | ProjectSavedDir () |
| Returns the saved directory of the current game by looking at FApp::GetProjectName(). | |
| FString | ProjectUserDir () |
| Returns the root directory for user-specific game files. | |
| void | RemoveDuplicateSlashes (FString InPath, FString &OutPath) |
| Removes duplicate slashes in paths. Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory//SomeOtherDirectory////Filename.ext and converts it to: BaseDirectory/SomeDirectory/SomeOtherDirectory/Filename.ext. | |
| FString | RootDir () |
| Returns the root directory of the engine directory tree. | |
| FString | SandboxesDir () |
| Returns the directory the engine stores sandbox output. | |
| FString | ScreenShotDir () |
| Returns the directory the engine uses to output screenshot files. | |
| FString | SetExtension (FString InPath, FString InNewExtension) |
| Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one). | |
| void | SetProjectFilePath (FString NewGameProjectFilePath) |
| Sets the path to the project file. | |
| FString | ShaderWorkingDir () |
| Returns the Shader Working Directory. | |
| bool | ShouldSaveToUserDir () |
| Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game". | |
| FString | SourceConfigDir () |
| Returns the directory the engine uses to look for the source leaf ini files. This can't be an .ini variable for obvious reasons. | |
| void | Split (FString InPath, FString &PathPart, FString &FilenamePart, FString &ExtensionPart) |
| Parses a fully qualified or relative filename into its components (filename, path, extension). | |
| void | ValidatePath (FString InPath, bool &bDidSucceed, FText &OutReason) |
| Validates that the parts that make up the path contain no invalid characters as dictated by the operating system Note that this is a different set of restrictions to those imposed by FPackageName. | |
| FString | VideoCaptureDir () |
| Returns the directory the engine uses to output user requested video capture files. | |
Variables | |
Variables | |
| FString | ProjectFilePath |
| const TArray< FString > | EngineLocalizationPaths |
| const TArray< FString > | GameLocalizationPaths |
| const FString | InvalidFileSystemChars |
| const TArray< FString > | EditorLocalizationPaths |
| const TArray< FString > | PropertyNameLocalizationPaths |
| const FString | RelativePathToRoot |
| const TArray< FString > | RestrictedFolderNames |
| const TArray< FString > | ToolTipLocalizationPaths |
| FString AutomationDir | ( | ) |
Returns the directory for automation save files.
| FString AutomationLogDir | ( | ) |
Returns the directory for automation log files.
| FString AutomationTransientDir | ( | ) |
Returns the directory for automation save files that are meant to be deleted every run.
| FString BugItDir | ( | ) |
Returns the directory the engine uses to output BugIt files.
Changes the extension of the given filename (does nothing if the file has no extension).
| FString CloudDir | ( | ) |
Returns the directory for local files used in cloud emulation or support.
Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory/../SomeOtherDirectory/Filename.ext and converts it to: BaseDirectory/SomeOtherDirectory/Filename.ext.
Converts a sandbox (in Saved/Sandboxes) path to a normal path.
| InSandboxName | The name of the sandbox. |
Converts a relative path name to a fully qualified name relative to the specified BasePath. BasePath will be the process BaseDir() if not BasePath is given.
Converts a normal path to a sandbox path (in Saved/Sandboxes).
| InSandboxName | The name of the sandbox. |
Creates a temporary filename with the specified prefix.
| Path | The file pathname. |
| Prefix | The file prefix. |
| Extension | File extension ('.' required). |
| FString DiffDir | ( | ) |
Returns the directory for temp files used for diffing.
| bool DirectoryExists | ( | FString | InPath | ) |
Returns true if this directory was found, false otherwise.
| FString EngineConfigDir | ( | ) |
Returns the directory the root configuration files are located.
| FString EngineContentDir | ( | ) |
Returns the content directory of the "core" engine that can be shared across several games or across games & mods.
| FString EngineDir | ( | ) |
Returns the base directory of the "core" engine that can be shared across several games or across games & mods. Shaders and base localization files e.g. reside in the engine directory.
| FString EngineIntermediateDir | ( | ) |
Returns the intermediate directory of the engine.
| FString EnginePluginsDir | ( | ) |
Returns the plugins directory of the engine.
| FString EngineSavedDir | ( | ) |
Returns the saved directory of the engine.
| FString EngineSourceDir | ( | ) |
Returns the directory where engine source code files are kept.
| FString EngineUserDir | ( | ) |
Returns the root directory for user-specific engine files. Always writable.
| FString EngineVersionAgnosticUserDir | ( | ) |
Returns the root directory for user-specific engine files which can be shared between versions. Always writable.
| FString EnterpriseDir | ( | ) |
Returns the base directory enterprise directory.
| FString EnterpriseFeaturePackDir | ( | ) |
Returns the enterprise FeaturePack directory.
| FString EnterprisePluginsDir | ( | ) |
Returns the enterprise plugins directory.
| FString FeaturePackDir | ( | ) |
Returns the directory where feature packs are kept.
| bool FileExists | ( | FString | InPath | ) |
Returns true if this file was found, false otherwise.
| FString GameAgnosticSavedDir | ( | ) |
Returns the saved directory that is not game specific. This is usually the same as EngineSavedDir().
| FString GameDevelopersDir | ( | ) |
Returns the directory that contains subfolders for developer-specific content.
| FString GameSourceDir | ( | ) |
Returns the directory where game source code files are kept.
| FString GameUserDeveloperDir | ( | ) |
Returns the directory that contains developer-specific content for the current user.
| FString GeneratedConfigDir | ( | ) |
Returns the directory the engine saves generated config files.
Returns the same thing as GetCleanFilename, but without the extension.
Returns the filename (with extension), minus any path information.
Returns a list of editor-specific localization paths.
Returns a list of engine-specific localization paths.
Gets the extension for this filename.
| bIncludeDot | if true, includes the leading dot in the result |
Returns a list of game-specific localization paths.
| FString GetInvalidFileSystemChars | ( | ) |
Returns a string containing all invalid characters as dictated by the operating system.
| FString GetProjectFilePath | ( | ) |
Gets the path to the project file.
Returns a list of property name localization paths.
| const FString & GetRelativePathToRoot | ( | ) |
Gets the relative path to get from BaseDir to RootDirectory.
Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not.
Returns a list of tool tip localization paths.
| bool HasProjectPersistentDownloadDir | ( | ) |
Returns true if a writable directory for downloaded data that persists across play sessions is available.
| bool IsDrive | ( | FString | InPath | ) |
Returns true if this path represents a root drive or volume.
| bool IsProjectFilePathSet | ( | ) |
Checks whether the path to the project file, if any, is set.
| bool IsRelative | ( | FString | InPath | ) |
Returns true if this path is relative to another path.
| bool IsRestrictedPath | ( | FString | InPath | ) |
Determines if supplied path uses a restricted/internal subdirectory. Note that slashes are normalized and character case is ignored for the comparison.
Checks if two paths are the same.
| PathA | First path to check. |
| PathB | Second path to check. |
| FString LaunchDir | ( | ) |
Returns the directory the application was launched from (useful for commandline utilities).
Assuming both paths (or filenames) are relative to the same base dir, converts InPath to be relative to InRelativeTo.
| InPath | Path to change to be relative to InRelativeTo |
| InRelativeTo | Path to use as the new relative base |
Takes an "Unreal" pathname and converts it to a platform filename.
Make fully standard "Unreal" pathname:
Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed.
Optionally specify the character to replace invalid characters with
Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon.
| FString ProfilingDir | ( | ) |
Returns the directory the engine uses to output profiling files.
| FString ProjectConfigDir | ( | ) |
Returns the directory the root configuration files are located.
| FString ProjectContentDir | ( | ) |
Returns the content directory of the current game by looking at FApp::GetProjectName().
| FString ProjectDir | ( | ) |
Returns the base directory of the current project by looking at FApp::GetProjectName(). This is usually a subdirectory of the installation root directory and can be overridden on the command line to allow self contained mod support.
| FString ProjectIntermediateDir | ( | ) |
Returns the intermediate directory of the current game by looking at FApp::GetProjectName().
| FString ProjectLogDir | ( | ) |
Returns the directory the engine uses to output logs. This currently can't be an .ini setting as the game starts logging before it can read from .ini files.
| FString ProjectModsDir | ( | ) |
Returns the mods directory of the current project by looking at FApp::GetProjectName().
| FString ProjectPersistentDownloadDir | ( | ) |
Returns the writable directory for downloaded data that persists across play sessions.
| FString ProjectPluginsDir | ( | ) |
Returns the plugins directory of the current game by looking at FApp::GetProjectName().
| FString ProjectSavedDir | ( | ) |
Returns the saved directory of the current game by looking at FApp::GetProjectName().
| FString ProjectUserDir | ( | ) |
Returns the root directory for user-specific game files.
Removes duplicate slashes in paths. Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory//SomeOtherDirectory////Filename.ext and converts it to: BaseDirectory/SomeDirectory/SomeOtherDirectory/Filename.ext.
| FString RootDir | ( | ) |
Returns the root directory of the engine directory tree.
| FString SandboxesDir | ( | ) |
Returns the directory the engine stores sandbox output.
| FString ScreenShotDir | ( | ) |
Returns the directory the engine uses to output screenshot files.
Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one).
| void SetProjectFilePath | ( | FString | NewGameProjectFilePath | ) |
Sets the path to the project file.
| NewGameProjectFilePath | The project file path to set. |
| FString ShaderWorkingDir | ( | ) |
Returns the Shader Working Directory.
| bool ShouldSaveToUserDir | ( | ) |
Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game".
| FString SourceConfigDir | ( | ) |
Returns the directory the engine uses to look for the source leaf ini files. This can't be an .ini variable for obvious reasons.
Parses a fully qualified or relative filename into its components (filename, path, extension).
Validates that the parts that make up the path contain no invalid characters as dictated by the operating system Note that this is a different set of restrictions to those imposed by FPackageName.
| InPath | path to validate |
| bDidSucceed | Whether the path could be validated |
| OutReason | If validation fails, this is filled with the failure reason |
| FString VideoCaptureDir | ( | ) |
Returns the directory the engine uses to output user requested video capture files.
| const FString InvalidFileSystemChars |
| FString ProjectFilePath |
| const FString RelativePathToRoot |