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ABP_InteractionButton_Child_C Class ReferenceBlueprint

A blueprint class with 2 graphs. More...

#include "/Game/Blueprints/InteractiveObjects/Pedestal/Blueprint/BP_InteractionButton_Child"

Inheritance diagram for ABP_InteractionButton_Child_C:
[legend]

Public Member Functions

EButtonState GetButtonState () const
 Gets the current state of the button.
 
virtual void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
FButtonPressedDelegate & OnButtonPressed ()
 Retrieves the button pressed delegate.
 
FButtonReleasedDelegate & OnButtonReleased ()
 Retrieves the button released delegate.
 
void SetButtonName (const FName &InButtonName)
 Sets the name of the button (will be displayed on TextRenderComp).
 
void SetButtonState (EButtonState InButtonState)
 Sets the state of the button.
 
void SetButtonVisibility (bool bVisible)
 Sets the visibility of the button.
 
virtual void Tick (float DeltaTime) override
 

Public Attributes

FButtonPressedDelegate ButtonPressedDelegate
 UPROPERTY(BlueprintAssignable)
 
FButtonReleasedDelegate ButtonReleasedDelegate
 UPROPERTY(BlueprintAssignable)
 

Protected Member Functions

virtual void BeginPlay () override
 
void ButtonPress ()
 Event called when button was pressed. Overload it when you want to add functionality.
 
void ButtonRelease ()
 Event called when button was released. Overload it when you want to add functionality.
 

Protected Attributes

bool bIsButtonHaveText = false
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
 
UBoxComponentBoxCollisionComp
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
 
UStaticMeshComponentButtonMovingComp
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
 
USoundBase * ButtonPressSound
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
 
UStaticMeshComponentButtonSupportComp
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
 
FName ButtonText = "Button Text"
 UPROPERTY(Replicated, EditAnywhere, BlueprintReadOnly, Category = Setup, meta = (EditCondition = "bIsButtonHaveText = true", EditConditionHides))
 
UForceFeedbackEffect * LeftHandFeedbackEffect
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
 
UCurveFloat * MovingButtonCurve
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
 
UPointLightComponent * PointLightComp
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
 
UForceFeedbackEffect * RightHandFeedbackEffect
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
 
UTextRenderComponent * TextRenderComp
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
 

Private Member Functions

void EventGraph ()
 
 GENERATED_BODY ()
 
void MovingButtonTimelineFinished ()
 Event handler for the finished state of the moving button timeline.
 
void MovingButtonTimelineProgress (float Value)
 Event handler for the progress of the moving button timeline.
 
void OnBeginOverlapButton (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
 UFUNCTION()
 
void UserConstructionScript ()
 

Private Attributes

bool bIsPressed = false
 Indicates whether the button is currently pressed.
 
EButtonState CurrentButtonState = EButtonState::BS_Default
 The current state of the button.
 
FTimeline MovingButtonTimeLine
 Timeline for the movement of the button.
 
APlayerControllerPlayerController
 UPROPERTY()
 
TEnumAsByte< ETimelineDirection::Type > TimelineDirection
 UPROPERTY()
 

Detailed Description

A blueprint class with 2 graphs.

UDF Path:  /Game /Blueprints /InteractiveObjects /Pedestal /Blueprint /BP_InteractionButton_Child
Config: Config/DefaultEngine.ini

Definition at line 12 of file ABP_InteractionButton_Child_C.h.

Member Function Documentation

◆ BeginPlay()

void AInteractionButton::BeginPlay ( )
overrideprotectedvirtualinherited

Definition at line 117 of file InteractionButton.cpp.

◆ ButtonPress()

void AInteractionButton::ButtonPress ( )
protectedinheritedBlueprintNativeEvent

Event called when button was pressed. Overload it when you want to add functionality.

UFUNCTION(BlueprintNativeEvent)

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◆ ButtonRelease()

void AInteractionButton::ButtonRelease ( )
protectedinheritedBlueprintNativeEvent

Event called when button was released. Overload it when you want to add functionality.

UFUNCTION(BlueprintNativeEvent)

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◆ EventGraph()

void ABP_InteractionButton_Child_C::EventGraph ( )
privateBlueprint
Event Graph

Definition at line 18 of file ABP_InteractionButton_Child_C.cpp.

◆ GENERATED_BODY()

AInteractionButton::GENERATED_BODY ( )
privateinherited

◆ GetButtonState()

EButtonState AInteractionButton::GetButtonState ( ) const
inlineinheritedBlueprintPureBlueprintCallable

Gets the current state of the button.

Returns
The current button state.

UFUNCTION(BlueprintCallable, BlueprintPure)

Definition at line 72 of file InteractionButton.h.

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◆ GetLifetimeReplicatedProps()

void AInteractionButton::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > & OutLifetimeProps) const
overridevirtualinherited

Definition at line 110 of file InteractionButton.cpp.

◆ MovingButtonTimelineFinished()

void AInteractionButton::MovingButtonTimelineFinished ( )
privateinherited

Event handler for the finished state of the moving button timeline.

UFUNCTION()

Definition at line 195 of file InteractionButton.cpp.

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◆ MovingButtonTimelineProgress()

void AInteractionButton::MovingButtonTimelineProgress ( float Value)
privateinherited

Event handler for the progress of the moving button timeline.

Parameters
ValueThe current value of the timeline.

UFUNCTION()

Definition at line 189 of file InteractionButton.cpp.

◆ OnBeginOverlapButton()

void AInteractionButton::OnBeginOverlapButton ( UPrimitiveComponent * OverlappedComponent,
AActor * OtherActor,
UPrimitiveComponent * OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult & SweepResult )
privateinherited

UFUNCTION()

Definition at line 157 of file InteractionButton.cpp.

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◆ OnButtonPressed()

FButtonPressedDelegate & AInteractionButton::OnButtonPressed ( )
inlineinherited

Retrieves the button pressed delegate.

Returns
Reference to the button pressed delegate.

Definition at line 56 of file InteractionButton.h.

◆ OnButtonReleased()

FButtonReleasedDelegate & AInteractionButton::OnButtonReleased ( )
inlineinherited

Retrieves the button released delegate.

Returns
Reference to the button released delegate.

Definition at line 61 of file InteractionButton.h.

◆ SetButtonName()

void AInteractionButton::SetButtonName ( const FName & InButtonName)
inheritedBlueprintCallable

Sets the name of the button (will be displayed on TextRenderComp).

Parameters
InButtonNameThe name of the button.

UFUNCTION(BlueprintCallable)

Definition at line 102 of file InteractionButton.cpp.

◆ SetButtonState()

void AInteractionButton::SetButtonState ( EButtonState InButtonState)
inheritedBlueprintCallable

Sets the state of the button.

Parameters
InButtonStateThe button state to set.

UFUNCTION(BlueprintCallable)

Definition at line 77 of file InteractionButton.cpp.

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◆ SetButtonVisibility()

void AInteractionButton::SetButtonVisibility ( bool bVisible)
inherited

Sets the visibility of the button.

Parameters
bVisibleThe visibility state of the button.

Definition at line 66 of file InteractionButton.cpp.

◆ Tick()

void AInteractionButton::Tick ( float DeltaTime)
overridevirtualinherited

Definition at line 59 of file InteractionButton.cpp.

◆ UserConstructionScript()

void ABP_InteractionButton_Child_C::UserConstructionScript ( )
privateBlueprint
User Construction Script

Definition at line 13 of file ABP_InteractionButton_Child_C.cpp.

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Member Data Documentation

◆ bIsButtonHaveText

bool AInteractionButton::bIsButtonHaveText = false
protectedinheritedBlueprintReadOnlyEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)

Determines whether the button should show text.

Definition at line 186 of file InteractionButton.h.

◆ bIsPressed

bool AInteractionButton::bIsPressed = false
privateinherited

Indicates whether the button is currently pressed.

Definition at line 220 of file InteractionButton.h.

◆ BoxCollisionComp

UBoxComponent* AInteractionButton::BoxCollisionComp
protectedinheritedVisibleAnywhereBlueprintReadWrite

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)

Component for collision detection of the button.

Definition at line 167 of file InteractionButton.h.

◆ ButtonMovingComp

UStaticMeshComponent* AInteractionButton::ButtonMovingComp
protectedinheritedVisibleAnywhereBlueprintReadWrite

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)

Button itself. It will be moving when pressed.

Definition at line 161 of file InteractionButton.h.

◆ ButtonPressedDelegate

FButtonPressedDelegate AInteractionButton::ButtonPressedDelegate
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable)

Delegate for button pressed event.

Definition at line 99 of file InteractionButton.h.

◆ ButtonPressSound

USoundBase* AInteractionButton::ButtonPressSound
protectedinheritedBlueprintReadOnlyEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)

Sound played when the button is pressed.

Definition at line 199 of file InteractionButton.h.

◆ ButtonReleasedDelegate

FButtonReleasedDelegate AInteractionButton::ButtonReleasedDelegate
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable)

Delegate for button released event.

Definition at line 104 of file InteractionButton.h.

◆ ButtonSupportComp

UStaticMeshComponent* AInteractionButton::ButtonSupportComp
protectedinheritedVisibleAnywhereBlueprintReadWrite

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)

Button base mesh.

Definition at line 155 of file InteractionButton.h.

◆ ButtonText

FName AInteractionButton::ButtonText = "Button Text"
protectedinheritedBlueprintReadOnlyReplicatedEditAnywhere

UPROPERTY(Replicated, EditAnywhere, BlueprintReadOnly, Category = Setup, meta = (EditCondition = "bIsButtonHaveText = true", EditConditionHides))

The text displayed on the TextRenderComp.

Definition at line 193 of file InteractionButton.h.

◆ CurrentButtonState

EButtonState AInteractionButton::CurrentButtonState = EButtonState::BS_Default
privateinherited

The current state of the button.

Definition at line 221 of file InteractionButton.h.

◆ LeftHandFeedbackEffect

UForceFeedbackEffect* AInteractionButton::LeftHandFeedbackEffect
protectedinheritedBlueprintReadOnlyEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)

Feedback effect played in the left hand when interacting with the button.

Definition at line 211 of file InteractionButton.h.

◆ MovingButtonCurve

UCurveFloat* AInteractionButton::MovingButtonCurve
protectedinheritedBlueprintReadOnlyEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)

Curve defining the movement of the button.

Definition at line 205 of file InteractionButton.h.

◆ MovingButtonTimeLine

FTimeline AInteractionButton::MovingButtonTimeLine
privateinherited

Timeline for the movement of the button.

Definition at line 223 of file InteractionButton.h.

◆ PlayerController

APlayerController* AInteractionButton::PlayerController
privateinherited

UPROPERTY()

The player controller associated with the button.

Definition at line 232 of file InteractionButton.h.

◆ PointLightComp

UPointLightComponent* AInteractionButton::PointLightComp
protectedinheritedVisibleAnywhereBlueprintReadWrite

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)

Component for the point light of the button.

Definition at line 173 of file InteractionButton.h.

◆ RightHandFeedbackEffect

UForceFeedbackEffect* AInteractionButton::RightHandFeedbackEffect
protectedinheritedBlueprintReadOnlyEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)

Feedback effect played in the right hand when interacting with the button.

Definition at line 217 of file InteractionButton.h.

◆ TextRenderComp

UTextRenderComponent* AInteractionButton::TextRenderComp
protectedinheritedVisibleAnywhereBlueprintReadWrite

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)

Component for rendering the text for the button.

Definition at line 179 of file InteractionButton.h.

◆ TimelineDirection

TEnumAsByte<ETimelineDirection::Type> AInteractionButton::TimelineDirection
privateinherited

UPROPERTY()

The direction of the timeline.

Definition at line 227 of file InteractionButton.h.


The documentation for this class was generated from the following files: