Base class for story actors.
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#include <BaseStoryActor.h>
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| ABaseStoryActor () |
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void | ActivateHighlightOnActiveStep () |
| Event called to activate the highlight on the active step.
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bool | CouldBeGrabbedByOtherHand () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
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bool | DenyDropping () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
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TArray< FTransparentMaterialData > | GetActorTransparentMaterialData () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
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bool | HoldItemByClick () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
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bool | IsObjectActive () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
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virtual bool | IsObjectActive_Implementation () override |
| Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.
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void | ObjectActivated () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
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void | ObjectDeactivated () |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
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void | OnHintActivated (bool Activate) |
| Event called when a hint is activated.
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void | SetDenyDropping (const bool bDenyDropping) |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
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void | StepSkipped (FStoryStep SkippedStep, bool IsForward) |
| Event called when a step is skipped.
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void | UpdateObjectHighlight (bool Activate) |
| UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
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Base class for story actors.
UCLASS(Blueprintable)
Definition at line 20 of file BaseStoryActor.h.
◆ ABaseStoryActor()
ABaseStoryActor::ABaseStoryActor |
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◆ ActivateHighlightOnActiveStep()
void ABaseStoryActor::ActivateHighlightOnActiveStep |
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BlueprintNativeEvent |
Event called to activate the highlight on the active step.
UFUNCTION(BlueprintNativeEvent)
◆ BeginPlay()
void ABaseStoryActor::BeginPlay |
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overrideprotectedvirtual |
◆ CouldBeGrabbedByOtherHand()
bool IPixoVRStoryObject::CouldBeGrabbedByOtherHand |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if user can grab object from one hand to another.
◆ DenyDropping()
bool IPixoVRStoryObject::DenyDropping |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if user can drop this object.
◆ GENERATED_BODY()
ABaseStoryActor::GENERATED_BODY |
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◆ GetActorTransparentMaterialData()
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
Gets data for fading actor.
◆ HoldItemByClick()
bool IPixoVRStoryObject::HoldItemByClick |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if you need to hold object by click or holding button.
◆ IsObjectActive()
bool IPixoVRStoryObject::IsObjectActive |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Returns whether object has active step/substep for current step/substep.
◆ IsObjectActive_Implementation()
bool ABaseStoryActor::IsObjectActive_Implementation |
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overridevirtual |
Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.
- Returns
- True if the object has an active step/substep for the current step/substep, false otherwise.
Definition at line 16 of file BaseStoryActor.cpp.
◆ NewStepActivated()
void ABaseStoryActor::NewStepActivated |
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FStoryStep | NewStep, |
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bool | IsForward ) |
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Callback function for when a new step is activated.
- Parameters
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NewStep | The newly activated step. |
IsForward | True if story moving forward, false if moving backward. |
UFUNCTION()
Definition at line 98 of file BaseStoryActor.cpp.
◆ NewSubStepActivated()
void ABaseStoryActor::NewSubStepActivated |
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FStoryStep | NewSubStep | ) |
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protected |
Callback function for when a new substep is activated.
- Parameters
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NewSubStep | The newly activated substep. |
UFUNCTION()
Definition at line 115 of file BaseStoryActor.cpp.
◆ ObjectActivated()
void IPixoVRStoryObject::ObjectActivated |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Called if object has active step/substep for current step/substep.
◆ ObjectDeactivated()
void IPixoVRStoryObject::ObjectDeactivated |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Called if object does not have active step/substep for current step/substep.
◆ OnHintActivated()
void ABaseStoryActor::OnHintActivated |
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bool | Activate | ) |
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BlueprintNativeEvent |
Event called when a hint is activated.
- Parameters
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Activate | True if the hint is being activated, false if it is being deactivated. |
UFUNCTION(BlueprintNativeEvent)
◆ SetDenyDropping()
void IPixoVRStoryObject::SetDenyDropping |
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const bool | bDenyDropping | ) |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Update flag indicate whether if user can drop this object.
◆ StepSkipped()
void ABaseStoryActor::StepSkipped |
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FStoryStep | SkippedStep, |
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bool | IsForward ) |
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BlueprintNativeEvent |
Event called when a step is skipped.
- Parameters
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SkippedStep | The skipped step. |
IsForward | True if skipping story forward, false if skipping backward. |
UFUNCTION(BlueprintNativeEvent)
◆ UpdateObjectHighlight()
void IPixoVRStoryObject::UpdateObjectHighlight |
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bool | Activate | ) |
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inheritedBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
Called to update object highlight.
◆ HighlightComponent
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Component responsible for highlighting the actor.
Definition at line 39 of file BaseStoryActor.h.
◆ HintManager
UPROPERTY(BlueprintReadWrite)
Manager for handling hints related to the actor.
Definition at line 45 of file BaseStoryActor.h.
◆ Story
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EditAnywhereBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, EditAnywhere)
Component responsible for managing the story.
Definition at line 32 of file BaseStoryActor.h.
The documentation for this class was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/PixoCore/Source/PixoCore/Public/InteractableObjects/BaseStoryActor.h
- SDKDemo/Plugins/UnrealEngineSDK/PixoCore/Source/PixoCore/Private/InteractableObjects/BaseStoryActor.cpp