A Demo Project for the UnrealEngineSDK
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UDemoStoryManager_C Class ReferenceBlueprint

A blueprint class with 1 graphs. More...

#include "/Game/Blueprints/Experience/DemoStoryManager"

Inheritance diagram for UDemoStoryManager_C:
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Public Member Functions

void AddStoryComponent (UStoryComponent *storyComponent)
 
void CompleteSubStep (FStoryStep completedStep)
 UFUNCTION(BlueprintCallable)
 
 DECLARE_EVENT_HANDLER (UInitializationEvent)
 
APlayerControllerGetPrivateOwner () const
 
bool GoToNextStep ()
 UFUNCTION(BlueprintCallable)
 
bool GoToNextSubStep ()
 UFUNCTION(BlueprintCallable)
 
void HandleEvent (UBaseEvent *Event)
 
bool InitNewStory (int newStoryIndex)
 Choose one story from StoryDataArray.
 
bool JumpToStepByIndex (int index)
 UFUNCTION(BlueprintCallable)
 
bool JumpToStepByName (FText stepId)
 UFUNCTION(BlueprintCallable)
 
template<typename TEventType , typename... TInitializeArgs>
void SendEvent (TInitializeArgs... Arguments)
 
void SetPrivateOwner (APlayerController *Owner)
 
void StepCompleted (FText stepToUpdate, bool goToNext=true)
 UFUNCTION(BlueprintCallable)
 

Static Public Member Functions

static int GetNextStoryIndex ()
 UFUNCTION(BlueprintCallable)
 
static TArray< FTextGetStoryParameters ()
 UFUNCTION(BlueprintCallable)
 
static void SetupNextStory (int newNextStoryIndex, TArray< FText > newStoryParameters)
 UFUNCTION(BlueprintCallable)
 

Public Attributes

bool BlockStory
 UPROPERTY(EditAnywhere, BlueprintReadWrite)
 
FStoryStep CurrentStep
 UPROPERTY(BlueprintReadWrite, Replicated)
 
FStoryStep CurrentSubStep
 UPROPERTY(BlueprintReadWrite, Replicated)
 
FOnEndOfStory OnEndOfStory
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnNewStep OnNewStep
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnNewSubStep OnNewSubStep
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnRecordStepScore OnRecordStepScore
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnStepCompleted OnStepCompleted
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnStepSkipped OnStepSkipped
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
FOnStoryLoaded OnStoryLoaded
 UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
 
TArray< FPassedExperiencesPassedExperiencesArray
 UPROPERTY(BlueprintReadWrite)
 
FStoryStep PreviousStep
 UPROPERTY(BlueprintReadWrite, Replicated)
 
TArray< FStepDataStepData
 UPROPERTY(BlueprintReadWrite, Replicated)
 
int StepIndex
 UPROPERTY(BlueprintReadWrite, Replicated)
 
TArray< UStoryData * > StoryDataArray
 UPROPERTY(EditAnywhere, BlueprintReadWrite)
 
bool StoryFinished
 UPROPERTY(BlueprintReadOnly)
 
int StoryIndex = -1
 UPROPERTY(BlueprintReadWrite, Replicated)
 
int SubStepIndex
 UPROPERTY(BlueprintReadWrite, Replicated)
 

Protected Member Functions

virtual void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
void HandleEvent_Impl (class UBaseEvent *Event)
 
bool IsAllSubStepsCompleted ()
 UFUNCTION()
 
void RecordStoryStepData ()
 Records the data for a story step. It checks if the story is already present in the PassedExperiencesArray and updates the step data if it exists. Otherwise, it creates a new entry in the array with the step data and the story index.
 

Protected Attributes

THandlers Handlers
 
UStoryDataStoryData
 UPROPERTY(BlueprintReadWrite, Replicated)
 

Static Protected Attributes

static int NextStoryIndex = 0
 Keeps track of which story should be loaded next by index, saved between levels.
 
static TArray< FTextStoryParameters
 

Private Types

using THandler = TFunction<void(UBaseEvent*)>
 
using THandlerKey = UClass*
 
using THandlers = std::unordered_map<THandlerKey, THandler, THandlerHash, THandlerComp>
 

Private Member Functions

void EventGraph ()
 
 GENERATED_BODY ()
 

Private Attributes

APlayerControllerPrivateOwner
 UPROPERTY()
 
TArray< UStoryComponent * > StoryComponents
 UPROPERTY()
 

Detailed Description

A blueprint class with 1 graphs.

UDF Path:  /Game /Blueprints /Experience /DemoStoryManager
Config: Config/DefaultEngine.ini
This blueprint is Data Only

Definition at line 12 of file UDemoStoryManager_C.h.

Member Typedef Documentation

◆ THandler

using UBaseManager::THandler = TFunction<void(UBaseEvent*)>
privateinherited

Definition at line 56 of file BaseManager.h.

◆ THandlerKey

using UBaseManager::THandlerKey = UClass*
privateinherited

Definition at line 55 of file BaseManager.h.

◆ THandlers

using UBaseManager::THandlers = std::unordered_map<THandlerKey, THandler, THandlerHash, THandlerComp>
privateinherited

Definition at line 74 of file BaseManager.h.

Member Function Documentation

◆ AddStoryComponent()

void UStoryManager::AddStoryComponent ( UStoryComponent * storyComponent)
inherited

Definition at line 296 of file StoryManager.cpp.

◆ CompleteSubStep()

void UStoryManager::CompleteSubStep ( FStoryStep completedStep)
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Call this functions when all sub-steps are activated in the step and could be completed in different order.

Definition at line 136 of file StoryManager.cpp.

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◆ DECLARE_EVENT_HANDLER()

UStoryManager::DECLARE_EVENT_HANDLER ( UInitializationEvent )
inherited

◆ EventGraph()

void UDemoStoryManager_C::EventGraph ( )
privateBlueprint
Event Graph

◆ GENERATED_BODY()

UStoryManager::GENERATED_BODY ( )
privateinherited

◆ GetLifetimeReplicatedProps()

void UStoryManager::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > & OutLifetimeProps) const
overrideprotectedvirtualinherited

Definition at line 350 of file StoryManager.cpp.

◆ GetNextStoryIndex()

static int UStoryManager::GetNextStoryIndex ( )
inlinestaticinheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Definition at line 247 of file StoryManager.h.

◆ GetPrivateOwner()

APlayerController * UBaseManager::GetPrivateOwner ( ) const
inlineinherited

Definition at line 47 of file BaseManager.h.

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◆ GetStoryParameters()

static TArray< FText > UStoryManager::GetStoryParameters ( )
inlinestaticinheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Definition at line 253 of file StoryManager.h.

◆ GoToNextStep()

bool UStoryManager::GoToNextStep ( )
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Returns false if current step is last.

Definition at line 72 of file StoryManager.cpp.

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◆ GoToNextSubStep()

bool UStoryManager::GoToNextSubStep ( )
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Returns false if current step is last.

Definition at line 110 of file StoryManager.cpp.

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◆ HandleEvent()

void UBaseManager::HandleEvent ( UBaseEvent * Event)
inherited

Definition at line 11 of file BaseManager.cpp.

◆ HandleEvent_Impl()

void UBaseManager::HandleEvent_Impl ( class UBaseEvent * Event)
protectedinherited

Definition at line 24 of file BaseManager.cpp.

◆ InitNewStory()

bool UStoryManager::InitNewStory ( int newStoryIndex)
inheritedBlueprintCallable

Choose one story from StoryDataArray.

Parameters
newStoryIndexStory to load.
Returns
true if init was successful.

UFUNCTION(BlueprintCallable)

Definition at line 27 of file StoryManager.cpp.

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◆ IsAllSubStepsCompleted()

bool UStoryManager::IsAllSubStepsCompleted ( )
protectedinherited

UFUNCTION()

Definition at line 307 of file StoryManager.cpp.

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◆ JumpToStepByIndex()

bool UStoryManager::JumpToStepByIndex ( int index)
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Returns false if jump failed.

Definition at line 157 of file StoryManager.cpp.

◆ JumpToStepByName()

bool UStoryManager::JumpToStepByName ( FText stepId)
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Returns false if jump failed.

Definition at line 208 of file StoryManager.cpp.

◆ RecordStoryStepData()

void UStoryManager::RecordStoryStepData ( )
protectedinherited

Records the data for a story step. It checks if the story is already present in the PassedExperiencesArray and updates the step data if it exists. Otherwise, it creates a new entry in the array with the step data and the story index.

UFUNCTION()

Definition at line 325 of file StoryManager.cpp.

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◆ SendEvent()

template<typename TEventType , typename... TInitializeArgs>
void UBaseManager::SendEvent ( TInitializeArgs... Arguments)
inlineinherited

Definition at line 40 of file BaseManager.h.

◆ SetPrivateOwner()

void UBaseManager::SetPrivateOwner ( APlayerController * Owner)
inlineinherited

Definition at line 46 of file BaseManager.h.

◆ SetupNextStory()

void UStoryManager::SetupNextStory ( int newNextStoryIndex,
TArray< FText > newStoryParameters )
staticinheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Definition at line 301 of file StoryManager.cpp.

◆ StepCompleted()

void UStoryManager::StepCompleted ( FText stepToUpdate,
bool goToNext = true )
inheritedBlueprintCallable

UFUNCTION(BlueprintCallable)

Called when step is completed. If stepToJump is empty, you will go to next step, else you will try to jump to step, which you typed in.

Definition at line 272 of file StoryManager.cpp.

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Member Data Documentation

◆ BlockStory

bool UStoryManager::BlockStory
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Definition at line 183 of file StoryManager.h.

◆ CurrentStep

FStoryStep UStoryManager::CurrentStep
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 145 of file StoryManager.h.

◆ CurrentSubStep

FStoryStep UStoryManager::CurrentSubStep
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 151 of file StoryManager.h.

◆ Handlers

THandlers UBaseManager::Handlers
protectedinherited

Definition at line 77 of file BaseManager.h.

◆ NextStoryIndex

int UStoryManager::NextStoryIndex = 0
staticprotectedinherited

Keeps track of which story should be loaded next by index, saved between levels.

Definition at line 315 of file StoryManager.h.

◆ OnEndOfStory

FOnEndOfStory UStoryManager::OnEndOfStory
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when the story ends.

Definition at line 286 of file StoryManager.h.

◆ OnNewStep

FOnNewStep UStoryManager::OnNewStep
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a new step is reached.

Definition at line 261 of file StoryManager.h.

◆ OnNewSubStep

FOnNewSubStep UStoryManager::OnNewSubStep
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a new sub-step is reached.

Definition at line 266 of file StoryManager.h.

◆ OnRecordStepScore

FOnRecordStepScore UStoryManager::OnRecordStepScore
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a step score is recorded.

Definition at line 276 of file StoryManager.h.

◆ OnStepCompleted

FOnStepCompleted UStoryManager::OnStepCompleted
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a step is completed.

Definition at line 271 of file StoryManager.h.

◆ OnStepSkipped

FOnStepSkipped UStoryManager::OnStepSkipped
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a step is skipped.

Definition at line 291 of file StoryManager.h.

◆ OnStoryLoaded

FOnStoryLoaded UStoryManager::OnStoryLoaded
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Story Delegate")

Delegate for the event when a story is loaded.

Definition at line 281 of file StoryManager.h.

◆ PassedExperiencesArray

TArray<FPassedExperiences> UStoryManager::PassedExperiencesArray
inheritedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

Definition at line 131 of file StoryManager.h.

◆ PreviousStep

FStoryStep UStoryManager::PreviousStep
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 169 of file StoryManager.h.

◆ PrivateOwner

APlayerController* UBaseManager::PrivateOwner
privateinherited

UPROPERTY()

Definition at line 53 of file BaseManager.h.

◆ StepData

TArray<FStepData> UStoryManager::StepData
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 138 of file StoryManager.h.

◆ StepIndex

int UStoryManager::StepIndex
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 157 of file StoryManager.h.

◆ StoryComponents

TArray<UStoryComponent*> UStoryManager::StoryComponents
privateinherited

UPROPERTY()

Definition at line 324 of file StoryManager.h.

◆ StoryData

UStoryData* UStoryManager::StoryData
protectedinheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Current story

Definition at line 313 of file StoryManager.h.

◆ StoryDataArray

TArray<UStoryData*> UStoryManager::StoryDataArray
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Definition at line 126 of file StoryManager.h.

◆ StoryFinished

bool UStoryManager::StoryFinished
inheritedBlueprintReadOnly

UPROPERTY(BlueprintReadOnly)

Definition at line 189 of file StoryManager.h.

◆ StoryIndex

int UStoryManager::StoryIndex = -1
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Keeps track of which story index is loaded

Definition at line 176 of file StoryManager.h.

◆ StoryParameters

TArray< FText > UStoryManager::StoryParameters
staticprotectedinherited

Definition at line 316 of file StoryManager.h.

◆ SubStepIndex

int UStoryManager::SubStepIndex
inheritedReplicatedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Replicated)

Definition at line 163 of file StoryManager.h.


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