G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FCharacterUniqueName Struct Reference

Wrapper struct around a character unique name. Binds accessors to the CharacterState to AS and BP. More...

Public Member Functions

Functions
AGothicNPCState GetNPCState () const
 Returns the first NPC in the world that matches the UniqueName.
TArray< AGothicCharacterState > GetAllCharacterStates () const
 Returns all character states in the world that match the UniqueName.
TArray< AGothicNPCState > GetAllNPCStates () const
 Returns all NPC states in the world that match the UniqueName.
TArray< AGothicPlayerState > GetAllPlayerStates () const
 Returns all Player states in the world that match the UniqueName.
TArray< AGothicCharacter > GetAllSpawnedCharacters () const
 Returns all visually spawned character states in the world that match the UniqueName.
AGothicCharacterState GetCharacterState () const
 Returns the first character in the world that matches the UniqueName.
UGameplayAbility_CharacterAI GetAI () const
 Returns the AI of the first NPC in the world that matches the UniqueName. (if it has one).
int GetNumTotal () const
 Returns how many characters with a matching UniqueName are in the world.
int GetNumWithSpawnedVisuals () const
 Returns how many characters with a matching UniqueName have been spawned right now.
AGothicPlayerState GetPlayerState () const
 Returns the first Player in the world that matches the UniqueName.
AGothicCharacter GetSpawnedCharacter () const
 Returns the first visually spawned character in the world that matches the UniqueName.
bool HasSpawnedVisuals () const
 Returns true if at least one matching character has spawned its visuals right now.
FCharacterUniqueName & opAssign (FCharacterUniqueName Other)

Public Attributes

CharacterUniqueName
FName Name
 CharacterUniqueName stored here.

Detailed Description

Wrapper struct around a character unique name. Binds accessors to the CharacterState to AS and BP.

Member Function Documentation

◆ GetAI()

Returns the AI of the first NPC in the world that matches the UniqueName. (if it has one).

◆ GetAllCharacterStates()

TArray< AGothicCharacterState > GetAllCharacterStates ( ) const

Returns all character states in the world that match the UniqueName.

◆ GetAllNPCStates()

TArray< AGothicNPCState > GetAllNPCStates ( ) const

Returns all NPC states in the world that match the UniqueName.

◆ GetAllPlayerStates()

TArray< AGothicPlayerState > GetAllPlayerStates ( ) const

Returns all Player states in the world that match the UniqueName.

◆ GetAllSpawnedCharacters()

TArray< AGothicCharacter > GetAllSpawnedCharacters ( ) const

Returns all visually spawned character states in the world that match the UniqueName.

◆ GetCharacterState()

AGothicCharacterState GetCharacterState ( ) const

Returns the first character in the world that matches the UniqueName.

◆ GetNPCState()

AGothicNPCState GetNPCState ( ) const

Returns the first NPC in the world that matches the UniqueName.

◆ GetNumTotal()

int GetNumTotal ( ) const

Returns how many characters with a matching UniqueName are in the world.

◆ GetNumWithSpawnedVisuals()

int GetNumWithSpawnedVisuals ( ) const

Returns how many characters with a matching UniqueName have been spawned right now.

◆ GetPlayerState()

AGothicPlayerState GetPlayerState ( ) const

Returns the first Player in the world that matches the UniqueName.

◆ GetSpawnedCharacter()

AGothicCharacter GetSpawnedCharacter ( ) const

Returns the first visually spawned character in the world that matches the UniqueName.

◆ HasSpawnedVisuals()

bool HasSpawnedVisuals ( ) const

Returns true if at least one matching character has spawned its visuals right now.

◆ opAssign()

Member Data Documentation

◆ Name

FName Name

CharacterUniqueName stored here.