21 virtual
void BeginPlay() override;
22 virtual
void Tick(
float DeltaTime) override;
26 UFUNCTION(Client, Reliable)
27 void ClientFadeIn(
float FadeDuration);
29 UFUNCTION(BlueprintCallable, Category = "Fade")
30 void FadeIn(
float FadeDuration = 1.0f);
32 UFUNCTION(Client, Reliable)
33 void ClientFadeOut(
float FadeDuration);
35 UFUNCTION(BlueprintCallable, Category = "Fade")
36 void FadeOut(
float FadeDuration = 1.0f);
38 UFUNCTION(BlueprintCallable, Category = "Haptic")
39 void PlayHapticFeedback(
bool RightHand,
float Duration,
float Strength);
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fade")
42 UCurveFloat* ChangingFadeOpacityCurve;
46 void FadeOpacityTimelineProgress(
float Value);
48 void ImmediateFadeIn();
49 void ImmediateFadeOut();
51 FTimeline FadeTimeline;