5#include "CoreMinimal.h"
6#include "GameFramework/GameMode.h"
8#include "UObject/Object.h"
9#include "StoryScript.generated.h"
22 UPROPERTY(EditAnywhere, BlueprintReadWrite)
24 UPROPERTY(EditAnywhere, BlueprintReadWrite)
39 StepScriptInstance =
nullptr;
45 StepScriptInstance = StepScriptInstance_1;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite)
50 UPROPERTY(EditAnywhere, BlueprintReadWrite)
63 UPROPERTY(EditAnywhere)
64 TArray<FScriptClassData> ScriptData;
70UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin))
80 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
81 void ExecuteScript(
AActor* Instigator);
83 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
84 void ScriptInitialization();
91 UFUNCTION(BlueprintCallable, Category = "Script")
92 void GetAllActorsOfClass (TSubclassOf<
AActor> ActorClass, TArray<
AActor*>& OutActors);
94 UPROPERTY(BlueprintReadWrite, Category = "Script")
97 UPROPERTY(BlueprintReadWrite, Category = "Script")
100 UPROPERTY(BlueprintReadWrite, Category = "Script")
103 UPROPERTY(BlueprintReadWrite, Category = "Script")
114 UFUNCTION(BlueprintCallable)
117 FTransform SpawnTransform,
118 TArray<
FText> ActiveSteps,
119 TArray<
FText> HighlightSteps);
Base class for story actors.
Manager for managing player experience, accepts various events such as player teleportation,...
Data asset class for storing story script class data.
TArray< FScriptClassData > ScriptData
UPROPERTY(EditAnywhere)
UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin))
AActor * CurrentInstigator
UPROPERTY(BlueprintReadWrite, Category = "Script")
void ExecuteScript(AActor *Instigator)
Executes the script logic. Will be called by all actors active on current step.
APawn * PlayerPawnRef
UPROPERTY(BlueprintReadWrite, Category = "Script")
UGameManager * GameManagerRef
UPROPERTY(BlueprintReadWrite, Category = "Script")
AGameModeBase * GameModeRef
UPROPERTY(BlueprintReadWrite, Category = "Script")
void ScriptInitialization()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
Struct for holding script class data.
TSubclassOf< UStoryScript > StepScriptClass
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText StepName
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Struct for holding script instance data.
FText StepName
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FScriptInstanceData(FText StepName_1, UStoryScript *StepScriptInstance_1)
UStoryScript * StepScriptInstance
UPROPERTY(EditAnywhere, BlueprintReadWrite)