A Demo Project for the UnrealEngineSDK
Loading...
Searching...
No Matches
IDlgDialogueParticipant Class Reference

#include <DlgDialogueParticipant.h>

Private Member Functions

bool CheckCondition (const UDlgContext *Context, FName ConditionName) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
 
 GENERATED_IINTERFACE_BODY ()
 
bool GetBoolValue (FName ValueName) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
 
float GetFloatValue (FName ValueName) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
 
int32 GetIntValue (FName ValueName) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
 
FName GetNameValue (FName ValueName) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
 
FText GetParticipantDisplayName (FName ActiveSpeaker) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
 
ETextGender GetParticipantGender () const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
 
UTexture2D * GetParticipantIcon (FName ActiveSpeaker, FName ActiveSpeakerState) const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
 
FName GetParticipantName () const
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
 
bool ModifyBoolValue (FName ValueName, bool bNewValue)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
 
bool ModifyFloatValue (FName ValueName, bool bDelta, float Value)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
 
bool ModifyIntValue (FName ValueName, bool bDelta, int32 Value)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
 
bool ModifyNameValue (FName ValueName, FName NameValue)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
 
bool OnDialogueEvent (UDlgContext *Context, FName EventName)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
 

Detailed Description

Interface that each Dialogue participant must implement

Definition at line 27 of file DlgDialogueParticipant.h.

Member Function Documentation

◆ CheckCondition()

bool IDlgDialogueParticipant::CheckCondition ( const UDlgContext * Context,
FName ConditionName ) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")

◆ GENERATED_IINTERFACE_BODY()

IDlgDialogueParticipant::GENERATED_IINTERFACE_BODY ( )
private

◆ GetBoolValue()

bool IDlgDialogueParticipant::GetBoolValue ( FName ValueName) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")

◆ GetFloatValue()

float IDlgDialogueParticipant::GetFloatValue ( FName ValueName) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")

◆ GetIntValue()

int32 IDlgDialogueParticipant::GetIntValue ( FName ValueName) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")

◆ GetNameValue()

FName IDlgDialogueParticipant::GetNameValue ( FName ValueName) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")

◆ GetParticipantDisplayName()

FText IDlgDialogueParticipant::GetParticipantDisplayName ( FName ActiveSpeaker) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")

◆ GetParticipantGender()

ETextGender IDlgDialogueParticipant::GetParticipantGender ( ) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")

May be used for formatted node texts, check https://docs.unrealengine.com/en-us/Gameplay/Localization/Formatting for more information

◆ GetParticipantIcon()

UTexture2D * IDlgDialogueParticipant::GetParticipantIcon ( FName ActiveSpeaker,
FName ActiveSpeakerState ) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")

Parameters
ActiveSpeakername of the active speaker at the time of the call (might or might not this participant)
ActiveSpeakerStatestate of the active participant (might or might not belong to this participant) If it is not displayed in editor it has to be turned on in the dialogue settings
Returns
Participant icon to display

◆ GetParticipantName()

FName IDlgDialogueParticipant::GetParticipantName ( ) const
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")

◆ ModifyBoolValue()

bool IDlgDialogueParticipant::ModifyBoolValue ( FName ValueName,
bool bNewValue )
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")

◆ ModifyFloatValue()

bool IDlgDialogueParticipant::ModifyFloatValue ( FName ValueName,
bool bDelta,
float Value )
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")

◆ ModifyIntValue()

bool IDlgDialogueParticipant::ModifyIntValue ( FName ValueName,
bool bDelta,
int32 Value )
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")

◆ ModifyNameValue()

bool IDlgDialogueParticipant::ModifyNameValue ( FName ValueName,
FName NameValue )
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")

◆ OnDialogueEvent()

bool IDlgDialogueParticipant::OnDialogueEvent ( UDlgContext * Context,
FName EventName )
privateBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")


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