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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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StateTree struct ref allows to get a reference/pointer to a specified type via property binding. It is useful for referencing larger properties to avoid copies of the data, or to be able to write to a bounds property. More...
Public Member Functions | |
Functions | |
| FStateTreeStructRef & | opAssign (FStateTreeStructRef Other) |
StateTree struct ref allows to get a reference/pointer to a specified type via property binding. It is useful for referencing larger properties to avoid copies of the data, or to be able to write to a bounds property.
The expected type of the reference should be set in "BaseStruct" meta tag.
Example:
USTRUCT()
struct FAwesomeTaskInstanceData
{
GENERATED_BODY()
UPROPERTY(VisibleAnywhere, Category = Input, meta = (BaseStruct = "/Script/AwesomeModule.AwesomeData"))
FStateTreeStructRef Data;
};
if (const FAwesomeData* Awesome = InstanceData.Data.GetPtr<FAwesomeData>())
{
...
}
| FStateTreeStructRef & opAssign | ( | FStateTreeStructRef | Other | ) |