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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Wrapper struct around a character unique name. Binds accessors to the CharacterState to AS and BP.
| UGameplayAbility_CharacterAI GetAI | ( | ) | const |
Returns the AI of the first NPC in the world that matches the UniqueName. (if it has one).
| 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.
| AGothicNPCState GetNPCState | ( | ) | const |
Returns the first NPC in the world that matches the UniqueName.
| 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 | ) |
| FName Name |
CharacterUniqueName stored here.