26UCLASS(Blueprintable, ClassGroup=(
Custom), meta=(BlueprintSpawnableComponent) )
35 virtual
void BeginPlay() override;
42 UFUNCTION(BlueprintCallable)
48 UFUNCTION(BlueprintCallable)
49 void ActivatePulseHighlight(
bool Activate);
54 bool IsShowHighlight = true;
55 UPROPERTY(BlueprintReadWrite)
56 FTimerHandle PulseHighlightTimerHandle;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
59 bool AlwaysEmissiveHighlight = false;
61 UPROPERTY(BlueprintAssignable)
62 FOnHighlightValueChanged OnHighlightValueChanged;
64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
65 bool UseIsObjectActiveInsteadOfActiveSteps = false;
67 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
68 TArray<
FText> HighlightActiveOnSteps;
70 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
71 bool ActivateHighlightOnEachStep = false;
75 void PerformPulseHighlight();
76 void ChangeHighlightMaterialColor(const TFunctionRef<FVector()> Color);
79 float HighlightTime = 0.0f;
80 float PulseDirection = 0.0f;
81 bool BlockPulsing = false;