#include <DlgSystemModule.h>
Definition at line 18 of file DlgSystemModule.h.
◆ Self
◆ DisplayDialogueDataWindow()
void FDlgSystemModule::DisplayDialogueDataWindow |
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◆ Get()
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
- Returns
- Returns singleton instance, loading the module on demand if needed
Definition at line 28 of file IDlgSystemModule.h.
◆ GetDialogueDataDisplaySpawnEntry()
FTabSpawnerEntry * FDlgSystemModule::GetDialogueDataDisplaySpawnEntry |
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◆ GetDialogueDataDisplayWindow()
TSharedRef< SWidget > FDlgSystemModule::GetDialogueDataDisplayWindow |
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◆ HandleDialogueDeleted()
void FDlgSystemModule::HandleDialogueDeleted |
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UDlgDialogue * | DeletedDialogue | ) |
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◆ HandleDialogueRenamed()
void FDlgSystemModule::HandleDialogueRenamed |
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UDlgDialogue * | RenamedDialogue, |
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const FString & | OldObjectPath ) |
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◆ HandleOnAssetRemoved()
void FDlgSystemModule::HandleOnAssetRemoved |
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const FAssetData & | RemovedAsset | ) |
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◆ HandleOnAssetRenamed()
void FDlgSystemModule::HandleOnAssetRenamed |
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const FAssetData & | AssetRenamed, |
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const FString & | OldObjectPath ) |
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◆ HandleOnInMemoryAssetDeleted()
void FDlgSystemModule::HandleOnInMemoryAssetDeleted |
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UObject * | DeletedObject | ) |
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◆ HandleOnPostLoadMapWithWorld()
void FDlgSystemModule::HandleOnPostLoadMapWithWorld |
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UWorld * | LoadedWorld | ) |
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◆ HandleOnPreLoadMap()
void FDlgSystemModule::HandleOnPreLoadMap |
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const FString & | MapName | ) |
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◆ IsAvailable()
static bool IDlgSystemModule::IsAvailable |
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Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
- Returns
- True if the module is loaded and ready to use
Definition at line 38 of file IDlgSystemModule.h.
◆ RefreshDisplayDialogueDataWindow()
bool FDlgSystemModule::RefreshDisplayDialogueDataWindow |
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bool | bFocus = true | ) |
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◆ RegisterConsoleCommands()
void FDlgSystemModule::RegisterConsoleCommands |
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const TWeakObjectPtr< const UObject > & | WorldContextObjectPtr | ) |
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Registers all the console commands.
- Parameters
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WorldConextObjectPtr | - The reference actor for the World. Without this the runtime module won't know how to get the UWorld. |
Implements IDlgSystemModule.
Definition at line 154 of file DlgSystemModule.cpp.
◆ ShutdownModule()
void FDlgSystemModule::ShutdownModule |
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◆ StartupModule()
void FDlgSystemModule::StartupModule |
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◆ UnregisterConsoleCommands()
void FDlgSystemModule::UnregisterConsoleCommands |
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◆ bHasRegisteredTabSpawners
bool FDlgSystemModule::bHasRegisteredTabSpawners = false |
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◆ ConsoleCommands
TArray<IConsoleCommand*> FDlgSystemModule::ConsoleCommands |
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◆ DialogueDataDisplayTabSpawnEntry
FTabSpawnerEntry* FDlgSystemModule::DialogueDataDisplayTabSpawnEntry = nullptr |
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◆ DialogueDataDisplayWidget
◆ LastLoadedWorld
TWeakObjectPtr<UWorld> FDlgSystemModule::LastLoadedWorld = nullptr |
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◆ OnAssetRemovedHandle
FDelegateHandle FDlgSystemModule::OnAssetRemovedHandle |
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◆ OnAssetRenamedHandle
FDelegateHandle FDlgSystemModule::OnAssetRenamedHandle |
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◆ OnInMemoryAssetDeletedHandle
FDelegateHandle FDlgSystemModule::OnInMemoryAssetDeletedHandle |
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◆ OnPostLoadMapWithWorldHandle
FDelegateHandle FDlgSystemModule::OnPostLoadMapWithWorldHandle |
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◆ OnPreLoadMapHandle
FDelegateHandle FDlgSystemModule::OnPreLoadMapHandle |
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◆ WorldContextObjectPtr
TWeakObjectPtr<const UObject> FDlgSystemModule::WorldContextObjectPtr = nullptr |
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The documentation for this class was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Public/DlgSystemModule.h
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Private/DlgSystemModule.cpp