A Demo Project for the UnrealEngineSDK
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#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") | |
Interface that each Dialogue participant must implement
Definition at line 27 of file DlgDialogueParticipant.h.
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
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private |
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
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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
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
ActiveSpeaker | name of the active speaker at the time of the call (might or might not this participant) |
ActiveSpeakerState | state 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 |
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
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privateBlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")