20 virtual
void BeginPlay() override;
22 UFUNCTION(BlueprintCallable, Category = "Story|Script")
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
26 TArray<
FText> ActiveSteps;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
29 TArray<
FText> ActiveSubSteps;
31 UPROPERTY(BlueprintReadWrite)
34 UPROPERTY(BlueprintReadWrite)
37 UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
40 UPROPERTY(BlueprintReadWrite)
43 UPROPERTY(BlueprintReadWrite)
53 void NewStep(
FStoryStep NewStep,
bool IsForward);
A component responsible for managing the story progression in story actors.
FText ActiveStep
UPROPERTY(BlueprintReadWrite)
TArray< FText > ActiveSteps
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
UGameManager * GameManager
UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
bool ObjectActive
UPROPERTY(BlueprintReadWrite)
FText ActiveSubStep
UPROPERTY(BlueprintReadWrite)
TArray< FText > ActiveSubSteps
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
UStoryManager * StoryManager
UPROPERTY(BlueprintReadWrite)
Manager that provides handling story-related operations and data.