4#include "UObject/DevObjectVersion.h"
14 const FName ConditionName =
Condition.CallbackName;
16 switch (ConditionType)
62 const FName VariableName =
Condition.OtherVariableName;
95 switch (
Event.EventType)
128 if (
Event.CustomEvent)
141 switch (TextArgument.
Type)
EDlgConditionType
UENUM(BlueprintType)
@ ModifyClassBoolVariable
@ ModifyClassFloatVariable
@ ModifyClassNameVariable
void AddConditionPrimaryData(const FDlgCondition &Condition)
TSet< FName > ClassNameVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassFloatVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > IntVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > Events
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddTextArgumentData(const FDlgTextArgument &TextArgument)
TSet< FName > NameVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddEventData(const FDlgEvent &Event)
TSet< UClass * > CustomTextArguments
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< UClass * > CustomEvents
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassIntVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassBoolVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddConditionSecondaryData(const FDlgCondition &Condition)
TSet< FName > BoolVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassTextVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > FloatVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< UClass * > CustomConditions
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > Conditions
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
UDlgTextArgumentCustom * CustomTextArgument
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
FName VariableName
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
EDlgTextArgumentType Type
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")