21 if (Node->IsVirtualParent())
34 bool bUpdateFromRemapping
68 if (bUpdateFromRemapping)
108 FFormatNamedArguments OrderedArguments;
111 OrderedArguments.Add(DlgArgument.DisplayString, DlgArgument.ConstructFormatArgumentValue(Context, FallbackParticipantName));
static void UpdateTextFromRemapping(const UDlgSystemSettings &Settings, FText &OutText)
static void UpdateTextNamespaceAndKey(const UObject *Object, const UDlgSystemSettings &Settings, FText &Text)
bool IsNodeEnterable(int32 NodeIndex, TSet< const UDlgNode * > AlreadyVisitedNodes) const
UCLASS(BlueprintType, Meta = (DisplayThumbnail = "true"))
bool IsEndNode(int32 NodeIndex) const
UCLASS(BlueprintType, ClassGroup = "Dialogue")
UCLASS(BlueprintType, ClassGroup = "Dialogue")
UCLASS(BlueprintType, Abstract, EditInlineNew, ClassGroup = "Dialogue")
UCLASS(Config = Engine, DefaultConfig, meta = (DisplayName = "Dialogue System Settings"))
bool bSetDefaultEdgeTexts
UPROPERTY(Category = "Default Texts", Config, EditAnywhere, DisplayName = "Set Default Edge Texts")
FText DefaultTextEdgeToNormalNode
UPROPERTY(Category = "Default Texts", Config, EditAnywhere, DisplayName = "Edge Text To Normal Node")
FText DefaultTextEdgeToEndNode
UPROPERTY(Category = "Default Texts", Config, EditAnywhere, DisplayName = "Edge Text To End Node")
static bool EvaluateArray(const UDlgContext &Context, const TArray< FDlgCondition > &ConditionsArray, FName DefaultParticipantName=NAME_None)
void UpdateTextValueFromDefaultAndRemapping(const UDlgDialogue &ParentDialogue, const UDlgNode &ParentNode, const UDlgSystemSettings &Settings, bool bUpdateFromRemapping)
static bool IsTextVisible(const UDlgNode &ParentNode)
FText Text
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Dialogue|Edge", Meta = (MultiLine = true))
void RebuildConstructedText(const UDlgContext &Context, FName FallbackParticipantName)
void UpdateTextsNamespacesAndKeys(const UObject *ParentObject, const UDlgSystemSettings &Settings)
TArray< FDlgCondition > Conditions
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge")
int32 TargetIndex
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge", Meta = (ClampMin = -1))
void SetText(const FText &NewText)
const FText & GetUnformattedText() const
bool Evaluate(const UDlgContext &Context, TSet< const UDlgNode * > AlreadyVisitedNodes) const
TArray< FDlgTextArgument > TextArguments
UPROPERTY(EditAnywhere, BlueprintReadOnly, EditFixedSize, Category = "Dialogue|Edge")