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

Functions

AI|BehaviorTree
void SetBlackboardValueAsSOClaimHandle (UBTNode NodeOwner, FBlackboardKeySelector Key, FSmartObjectClaimHandle Value)
FSmartObjectClaimHandle GetBlackboardValueAsSOClaimHandle (UBTNode NodeOwner, FBlackboardKeySelector Key)
SmartObject
bool AddSmartObject (AActor SmartObjectActor)
 Adds to the simulation all smart objects for an actor.
bool AddOrRemoveSmartObject (AActor SmartObject, bool bEnabled)
 Adds to the simulation all smart objects for an actor or removes them according to 'bAdd'.
bool AddOrRemoveMultipleSmartObjects (TArray< AActor > SmartObjectActors, bool bAdd)
 Adds to the simulation all smart objects for multiple actors or removes them according to 'bAdd'.
FSmartObjectClaimHandle GetValueAsSOClaimHandle (UBlackboardComponent BlackboardComponent, FName KeyName)
bool AddMultipleSmartObjects (TArray< AActor > SmartObjectActors)
 Adds to the simulation all smart objects for multiple actors.
FSmartObjectClaimHandle SmartObjectClaimHandle_Invalid ()
 Returns the invalid smart object claim handle.
void SetValueAsSOClaimHandle (UBlackboardComponent BlackboardComponent, FName KeyName, FSmartObjectClaimHandle Value)
bool IsValidSmartObjectClaimHandle (const FSmartObjectClaimHandle Handle)
const USmartObjectBehaviorDefinition MarkSmartObjectSlotAsOccupied (const FSmartObjectClaimHandle ClaimHandle, TSubclassOf< USmartObjectBehaviorDefinition > DefinitionClass)
 Marks a previously claimed smart object slot as occupied.
bool FindSmartObjectsInComponent (FSmartObjectRequestFilter Filter, USmartObjectComponent SmartObjectComponent, TArray< FSmartObjectRequestResult > &OutResults, const AActor UserActor=nullptr)
 Search a given Smart Object Component for slot candidates respecting the request criteria and selection conditions.
bool FindSmartObjectsInActor (FSmartObjectRequestFilter Filter, AActor SearchActor, TArray< FSmartObjectRequestResult > &OutResults, const AActor UserActor=nullptr)
 Search a given Actor for slot candidates respecting the request criteria and selection conditions.
bool FindSmartObjectsInTargetingRequest (FSmartObjectRequestFilter Filter, const FTargetingRequestHandle TargetingHandle, TArray< FSmartObjectRequestResult > &OutResults, const AActor UserActor=nullptr)
 Search the results of the given targeting handle request for smart objects that match the request criteria.
bool SetSmartObjectEnabled (AActor SmartObjectActor, bool bEnabled)
 Marks all smart objects for an actor as enabled or not according to 'bEnabled'. A smart object marked as Enabled is available for queries.
bool RemoveSmartObject (AActor SmartObjectActor)
 Removes from the simulation all smart objects for an actor.
bool RemoveMultipleSmartObjects (TArray< AActor > SmartObjectActors)
 Removes from the simulation all smart objects for multiple actors.
bool FindSmartObjectsInList (FSmartObjectRequestFilter Filter, TArray< AActor > ActorList, TArray< FSmartObjectRequestResult > &OutResults, const AActor UserActor=nullptr)
 Search list of specific actors (often from a physics query) for slot candidates respecting request criteria and selection conditions.
bool SetMultipleSmartObjectsEnabled (TArray< AActor > SmartObjectActors, bool bEnabled)
 Marks all smart objects for a list of actors as enabled or not according to 'bEnabled'. A smart object marked as Enabled is available for queries.
FSmartObjectClaimHandle MarkSmartObjectSlotAsClaimed (const FSmartObjectSlotHandle SlotHandle, const AActor UserActor=nullptr, ESmartObjectClaimPriority ClaimPriority=ESmartObjectClaimPriority ::Normal)
 Marks a smart object slot from a request result as claimed.
bool MarkSmartObjectSlotAsFree (const FSmartObjectClaimHandle ClaimHandle)
 Marks a claimed or occupied smart object as free.
SmartObjects
bool Equal_SmartObjectSlotHandleSmartObjectSlotHandle (FSmartObjectSlotHandle A, FSmartObjectSlotHandle B)
 Returns true if SmartObjectSlotHandle A is equal to SmartObjectSlotHandle B (A == B).
bool Equal_SmartObjectHandleSmartObjectHandle (FSmartObjectHandle A, FSmartObjectHandle B)
 Returns true if SmartObjectHandle A is equal to SmartObjectHandle B (A == B).
bool NotEqual_SmartObjectHandleSmartObjectHandle (FSmartObjectHandle A, FSmartObjectHandle B)
 Returns true if SmartObjectHandle A is NOT equal to SmartObjectHandle B (A != B).
bool NotEqual_SmartObjectSlotHandleSmartObjectSlotHandle (FSmartObjectSlotHandle A, FSmartObjectSlotHandle B)
 Returns true if SmartObjectSlotHandle A is NOT equal to SmartObjectSlotHandle B (A != B).
bool IsValidSmartObjectHandle (FSmartObjectHandle Handle)
 Returns true if the given handle is valid.
bool IsValidSmartObjectSlotHandle (FSmartObjectSlotHandle Handle)
 Returns true if the given Smart Object Slot Handle is valid.
Utilities|String
FString Conv_SmartObjectHandleToString (FSmartObjectHandle Handle)
 Converts a SmartObjectHandle value to a string.
FString Conv_SmartObjectDefinitionToString (const USmartObjectDefinition Definition)
 Converts a SmartObjectDefinition value to a string.
FString Conv_SmartObjectSlotHandleToString (FSmartObjectSlotHandle Handle)
 Converts a SmartObjectSlotHandle value to a string.
FString Conv_SmartObjectRequestResultToString (FSmartObjectRequestResult Result)
 Converts a SmartObjectRequestResult value to a string.
FString Conv_SmartObjectClaimHandleToString (FSmartObjectClaimHandle Result)
 Converts a SmartObjectClaimHandle value to a string.

Function Documentation

◆ AddMultipleSmartObjects()

bool AddMultipleSmartObjects ( TArray< AActor > SmartObjectActors)

Adds to the simulation all smart objects for multiple actors.

Parameters
SmartObjectActorsThe actors containing the smart objects to add to the simulation
Returns
True if the requested operation succeeded; false otherwise

◆ AddOrRemoveMultipleSmartObjects()

bool AddOrRemoveMultipleSmartObjects ( TArray< AActor > SmartObjectActors,
bool bAdd )

Adds to the simulation all smart objects for multiple actors or removes them according to 'bAdd'.

Parameters
SmartObjectActorsThe actors containing the smart objects to add or remove from the simulation
bAddWhether the smart objects should be added or removed from the simulation
Returns
True if all actors were valid and the requested operation succeeded; false otherwise

◆ AddOrRemoveSmartObject()

bool AddOrRemoveSmartObject ( AActor SmartObject,
bool bEnabled )

Adds to the simulation all smart objects for an actor or removes them according to 'bAdd'.

Returns
True if the requested operation succeeded; false otherwise

◆ AddSmartObject()

bool AddSmartObject ( AActor SmartObjectActor)

Adds to the simulation all smart objects for an actor.

Parameters
SmartObjectActorThe actor containing the smart objects to add to the simulation
Returns
True if the requested operation succeeded; false otherwise

◆ Conv_SmartObjectClaimHandleToString()

FString Conv_SmartObjectClaimHandleToString ( FSmartObjectClaimHandle Result)

Converts a SmartObjectClaimHandle value to a string.

◆ Conv_SmartObjectDefinitionToString()

FString Conv_SmartObjectDefinitionToString ( const USmartObjectDefinition Definition)

Converts a SmartObjectDefinition value to a string.

◆ Conv_SmartObjectHandleToString()

FString Conv_SmartObjectHandleToString ( FSmartObjectHandle Handle)

Converts a SmartObjectHandle value to a string.

◆ Conv_SmartObjectRequestResultToString()

FString Conv_SmartObjectRequestResultToString ( FSmartObjectRequestResult Result)

Converts a SmartObjectRequestResult value to a string.

◆ Conv_SmartObjectSlotHandleToString()

FString Conv_SmartObjectSlotHandleToString ( FSmartObjectSlotHandle Handle)

Converts a SmartObjectSlotHandle value to a string.

◆ Equal_SmartObjectHandleSmartObjectHandle()

bool Equal_SmartObjectHandleSmartObjectHandle ( FSmartObjectHandle A,
FSmartObjectHandle B )

Returns true if SmartObjectHandle A is equal to SmartObjectHandle B (A == B).

◆ Equal_SmartObjectSlotHandleSmartObjectSlotHandle()

bool Equal_SmartObjectSlotHandleSmartObjectSlotHandle ( FSmartObjectSlotHandle A,
FSmartObjectSlotHandle B )

Returns true if SmartObjectSlotHandle A is equal to SmartObjectSlotHandle B (A == B).

◆ FindSmartObjectsInActor()

bool FindSmartObjectsInActor ( FSmartObjectRequestFilter Filter,
AActor SearchActor,
TArray< FSmartObjectRequestResult > & OutResults,
const AActor UserActor = nullptr )

Search a given Actor for slot candidates respecting the request criteria and selection conditions.

Parameters
FilterParameters defining the search area and criteria
SearchActorThe actor to search
OutResultsList of smart object slot candidates found in range
UserActorUsed to create additional data that could be provided to bind values in the conditions evaluation context
Returns
True if at least one candidate was found.

◆ FindSmartObjectsInComponent()

bool FindSmartObjectsInComponent ( FSmartObjectRequestFilter Filter,
USmartObjectComponent SmartObjectComponent,
TArray< FSmartObjectRequestResult > & OutResults,
const AActor UserActor = nullptr )

Search a given Smart Object Component for slot candidates respecting the request criteria and selection conditions.

Parameters
FilterParameters defining the search area and criteria
SmartObjectComponentThe component to search
OutResultsList of smart object slot candidates found in range
UserActorUsed to create additional data that could be provided to bind values in the conditions evaluation context
Returns
True if at least one candidate was found.

◆ FindSmartObjectsInList()

bool FindSmartObjectsInList ( FSmartObjectRequestFilter Filter,
TArray< AActor > ActorList,
TArray< FSmartObjectRequestResult > & OutResults,
const AActor UserActor = nullptr )

Search list of specific actors (often from a physics query) for slot candidates respecting request criteria and selection conditions.

Parameters
WorldContextObjectObject used to fetch the SmartObjectSubsystem of its associated world.
FilterParameters defining the search area and criteria
ActorListOrdered list of actors to search
OutResultsList of smart object slot candidates found in range
Returns
True if at least one candidate was found.

◆ FindSmartObjectsInTargetingRequest()

bool FindSmartObjectsInTargetingRequest ( FSmartObjectRequestFilter Filter,
const FTargetingRequestHandle TargetingHandle,
TArray< FSmartObjectRequestResult > & OutResults,
const AActor UserActor = nullptr )

Search the results of the given targeting handle request for smart objects that match the request criteria.

Parameters
WorldContextObjectObject used to fetch the SmartObjectSubsystem of its associated world.
FilterParameters defining the search area and criteria
TargetingHandleThe targeting handle of the request that will have its results searched for smart objects
OutResultsList of smart object slot candidates found in range
UserActorUsed to create additional data that could be provided to bind values in the conditions evaluation context
Returns
True if at least one candidate was found.

◆ GetBlackboardValueAsSOClaimHandle()

FSmartObjectClaimHandle GetBlackboardValueAsSOClaimHandle ( UBTNode NodeOwner,
FBlackboardKeySelector Key )

◆ GetValueAsSOClaimHandle()

FSmartObjectClaimHandle GetValueAsSOClaimHandle ( UBlackboardComponent BlackboardComponent,
FName KeyName )

◆ IsValidSmartObjectClaimHandle()

bool IsValidSmartObjectClaimHandle ( const FSmartObjectClaimHandle Handle)

◆ IsValidSmartObjectHandle()

bool IsValidSmartObjectHandle ( FSmartObjectHandle Handle)

Returns true if the given handle is valid.

◆ IsValidSmartObjectSlotHandle()

bool IsValidSmartObjectSlotHandle ( FSmartObjectSlotHandle Handle)

Returns true if the given Smart Object Slot Handle is valid.

◆ MarkSmartObjectSlotAsClaimed()

FSmartObjectClaimHandle MarkSmartObjectSlotAsClaimed ( const FSmartObjectSlotHandle SlotHandle,
const AActor UserActor = nullptr,
ESmartObjectClaimPriority ClaimPriority = ESmartObjectClaimPriority :: Normal )

Marks a smart object slot from a request result as claimed.

Parameters
WorldContextObjectObject used to fetch the SmartObjectSubsystem of its associated world.
SlotHandleHandle to a smart object slot.
UserActorActor claiming the smart object
ClaimPriorityClaim priority, a slot claimed at lower priority can be claimed by higher priority (unless already in use).
Returns
A handle binding the claimed smart object, its slot and a user id.

◆ MarkSmartObjectSlotAsFree()

bool MarkSmartObjectSlotAsFree ( const FSmartObjectClaimHandle ClaimHandle)

Marks a claimed or occupied smart object as free.

Parameters
WorldContextObjectObject used to fetch the SmartObjectSubsystem of its associated world.
ClaimHandleHandle to a claimed slot returned by any of the Claim methods.
Returns
Whether the claim was successfully released or not

◆ MarkSmartObjectSlotAsOccupied()

const USmartObjectBehaviorDefinition MarkSmartObjectSlotAsOccupied ( const FSmartObjectClaimHandle ClaimHandle,
TSubclassOf< USmartObjectBehaviorDefinition > DefinitionClass )

Marks a previously claimed smart object slot as occupied.

Parameters
WorldContextObjectObject used to fetch the SmartObjectSubsystem of its associated world.
ClaimHandleHandle to a claimed slot returned by any of the Claim methods.
DefinitionClassThe type of behavior definition the user wants to use.
Returns
The base class pointer of the requested behavior definition class associated to the slot

◆ NotEqual_SmartObjectHandleSmartObjectHandle()

bool NotEqual_SmartObjectHandleSmartObjectHandle ( FSmartObjectHandle A,
FSmartObjectHandle B )

Returns true if SmartObjectHandle A is NOT equal to SmartObjectHandle B (A != B).

◆ NotEqual_SmartObjectSlotHandleSmartObjectSlotHandle()

bool NotEqual_SmartObjectSlotHandleSmartObjectSlotHandle ( FSmartObjectSlotHandle A,
FSmartObjectSlotHandle B )

Returns true if SmartObjectSlotHandle A is NOT equal to SmartObjectSlotHandle B (A != B).

◆ RemoveMultipleSmartObjects()

bool RemoveMultipleSmartObjects ( TArray< AActor > SmartObjectActors)

Removes from the simulation all smart objects for multiple actors.

Parameters
SmartObjectActorsThe actors containing the smart objects to remove from the simulation
Returns
True if the requested operation succeeded; false otherwise

◆ RemoveSmartObject()

bool RemoveSmartObject ( AActor SmartObjectActor)

Removes from the simulation all smart objects for an actor.

Parameters
SmartObjectActorThe actor containing the smart objects to add or remove from the simulation
Returns
True if the requested operation succeeded; false otherwise

◆ SetBlackboardValueAsSOClaimHandle()

void SetBlackboardValueAsSOClaimHandle ( UBTNode NodeOwner,
FBlackboardKeySelector Key,
FSmartObjectClaimHandle Value )

◆ SetMultipleSmartObjectsEnabled()

bool SetMultipleSmartObjectsEnabled ( TArray< AActor > SmartObjectActors,
bool bEnabled )

Marks all smart objects for a list of actors as enabled or not according to 'bEnabled'. A smart object marked as Enabled is available for queries.

Parameters
SmartObjectActorsThe actors containing the smart objects to enable/disable
bEnabledWhether the smart objects should be in the simulation (added) or not (removed)
Returns
True if all actors were valid and the requested operation succeeded; false otherwise

◆ SetSmartObjectEnabled()

bool SetSmartObjectEnabled ( AActor SmartObjectActor,
bool bEnabled )

Marks all smart objects for an actor as enabled or not according to 'bEnabled'. A smart object marked as Enabled is available for queries.

Parameters
SmartObjectActorThe actor containing the smart objects to enable/disable
bEnabledWhether the smart objects should be enabled or not
Returns
True if the requested operation succeeded; false otherwise

◆ SetValueAsSOClaimHandle()

void SetValueAsSOClaimHandle ( UBlackboardComponent BlackboardComponent,
FName KeyName,
FSmartObjectClaimHandle Value )

◆ SmartObjectClaimHandle_Invalid()

FSmartObjectClaimHandle SmartObjectClaimHandle_Invalid ( )

Returns the invalid smart object claim handle.