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    A Demo Project for the UnrealEngineSDK 
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Represents an interaction button actor. More...
#include <InteractionButton.h>
Public Member Functions | |
| AInteractionButton () | |
| 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)   | |
| UBoxComponent * | BoxCollisionComp | 
| UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)   | |
| UStaticMeshComponent * | ButtonMovingComp | 
| UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)   | |
| USoundBase * | ButtonPressSound | 
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)   | |
| UStaticMeshComponent * | ButtonSupportComp | 
| 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 | |
| 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()   | |
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.   | |
| APlayerController * | PlayerController | 
| UPROPERTY()   | |
| TEnumAsByte< ETimelineDirection::Type > | TimelineDirection | 
| UPROPERTY()   | |
Represents an interaction button actor.
UCLASS(Blueprintable)
Definition at line 38 of file InteractionButton.h.
| AInteractionButton::AInteractionButton | ( | ) | 
      
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  overrideprotectedvirtual | 
Definition at line 117 of file InteractionButton.cpp.
      
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  protectedBlueprintNativeEvent | 
Event called when button was pressed. Overload it when you want to add functionality.
UFUNCTION(BlueprintNativeEvent)
      
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  protectedBlueprintNativeEvent | 
Event called when button was released. Overload it when you want to add functionality.
UFUNCTION(BlueprintNativeEvent)
      
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  private | 
      
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  inlineBlueprintPureBlueprintCallable | 
Gets the current state of the button.
UFUNCTION(BlueprintCallable, BlueprintPure)
Definition at line 72 of file InteractionButton.h.
      
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  overridevirtual | 
Definition at line 110 of file InteractionButton.cpp.
      
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  private | 
Event handler for the finished state of the moving button timeline.
UFUNCTION()
Definition at line 195 of file InteractionButton.cpp.
      
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  private | 
Event handler for the progress of the moving button timeline.
| Value | The current value of the timeline. | 
UFUNCTION()
Definition at line 189 of file InteractionButton.cpp.
      
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  private | 
UFUNCTION()
Definition at line 157 of file InteractionButton.cpp.
      
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  inline | 
Retrieves the button pressed delegate.
Definition at line 56 of file InteractionButton.h.
      
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  inline | 
Retrieves the button released delegate.
Definition at line 61 of file InteractionButton.h.
      
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  BlueprintCallable | 
Sets the name of the button (will be displayed on TextRenderComp).
| InButtonName | The name of the button. | 
UFUNCTION(BlueprintCallable)
Definition at line 102 of file InteractionButton.cpp.
      
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  BlueprintCallable | 
Sets the state of the button.
| InButtonState | The button state to set. | 
UFUNCTION(BlueprintCallable)
Definition at line 77 of file InteractionButton.cpp.
| void AInteractionButton::SetButtonVisibility | ( | bool | bVisible | ) | 
Sets the visibility of the button.
| bVisible | The visibility state of the button. | 
Definition at line 66 of file InteractionButton.cpp.
      
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  overridevirtual | 
Definition at line 59 of file InteractionButton.cpp.
      
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  protectedEditAnywhereBlueprintReadOnly | 
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
Determines whether the button should show text.
Definition at line 186 of file InteractionButton.h.
      
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  private | 
Indicates whether the button is currently pressed.
Definition at line 220 of file InteractionButton.h.
      
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  protectedVisibleAnywhereBlueprintReadWrite | 
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Component for collision detection of the button.
Definition at line 167 of file InteractionButton.h.
      
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  protectedVisibleAnywhereBlueprintReadWrite | 
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Button itself. It will be moving when pressed.
Definition at line 161 of file InteractionButton.h.
      
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  BlueprintAssignable | 
UPROPERTY(BlueprintAssignable)
Delegate for button pressed event.
Definition at line 99 of file InteractionButton.h.
      
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  protectedEditAnywhereBlueprintReadOnly | 
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
Sound played when the button is pressed.
Definition at line 199 of file InteractionButton.h.
      
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  BlueprintAssignable | 
UPROPERTY(BlueprintAssignable)
Delegate for button released event.
Definition at line 104 of file InteractionButton.h.
      
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  protectedVisibleAnywhereBlueprintReadWrite | 
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Button base mesh.
Definition at line 155 of file InteractionButton.h.
      
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  protectedReplicatedEditAnywhereBlueprintReadOnly | 
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.
      
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  private | 
The current state of the button.
Definition at line 221 of file InteractionButton.h.
      
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  protectedEditAnywhereBlueprintReadOnly | 
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.
      
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  protectedEditAnywhereBlueprintReadOnly | 
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Setup)
Curve defining the movement of the button.
Definition at line 205 of file InteractionButton.h.
      
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  private | 
Timeline for the movement of the button.
Definition at line 223 of file InteractionButton.h.
      
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  private | 
UPROPERTY()
The player controller associated with the button.
Definition at line 232 of file InteractionButton.h.
      
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  protectedVisibleAnywhereBlueprintReadWrite | 
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Component for the point light of the button.
Definition at line 173 of file InteractionButton.h.
      
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  protectedEditAnywhereBlueprintReadOnly | 
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.
      
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  protectedVisibleAnywhereBlueprintReadWrite | 
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Component for rendering the text for the button.
Definition at line 179 of file InteractionButton.h.
      
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  private |