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UHighlightComponent Class ReferenceBlueprintable

Component responsible for managing object highlighting. More...

#include <HighlightComponent.h>

Inheritance diagram for UHighlightComponent:
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Public Member Functions

 UHighlightComponent ()
 
void ActivatePulseHighlight (bool Activate)
 Activates or deactivates the pulse highlight effect.
 
void UpdateHighlightValue (EHighlightColor HighlightColor)
 Updates the highlight color of the object.
 

Public Attributes

bool ActivateHighlightOnEachStep = false
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
 
bool AlwaysEmissiveHighlight = false
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
 
EHighlightColor CurrentHighlight = EHighlightColor::None
 UPROPERTY()
 
TArray< FTextHighlightActiveOnSteps
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
 
bool IsShowHighlight = true
 UPROPERTY()
 
FOnHighlightValueChanged OnHighlightValueChanged
 UPROPERTY(BlueprintAssignable)
 
FTimerHandle PulseHighlightTimerHandle
 UPROPERTY(BlueprintReadWrite)
 
bool UseIsObjectActiveInsteadOfActiveSteps = false
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
 

Protected Member Functions

virtual void BeginPlay () override
 

Private Member Functions

void ChangeHighlightMaterialColor (const TFunctionRef< FVector()> Color)
 
 GENERATED_BODY ()
 
void PerformPulseHighlight ()
 UFUNCTION()
 

Private Attributes

bool BlockPulsing = false
 
TMap< EHighlightColor, FLinearColor > ColorMap
 
float HighlightTime = 0.0f
 
float PulseDirection = 0.0f
 

Detailed Description

Component responsible for managing object highlighting.

UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )

Definition at line 32 of file HighlightComponent.h.

Constructor & Destructor Documentation

◆ UHighlightComponent()

UHighlightComponent::UHighlightComponent ( )

Definition at line 7 of file HighlightComponent.cpp.

Member Function Documentation

◆ ActivatePulseHighlight()

void UHighlightComponent::ActivatePulseHighlight ( bool Activate)
BlueprintCallable

Activates or deactivates the pulse highlight effect.

Parameters
ActivateIndicates whether to activate or deactivate the pulse highlight effect.

UFUNCTION(BlueprintCallable)

Definition at line 37 of file HighlightComponent.cpp.

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◆ BeginPlay()

void UHighlightComponent::BeginPlay ( )
overrideprotectedvirtual

Definition at line 21 of file HighlightComponent.cpp.

◆ ChangeHighlightMaterialColor()

void UHighlightComponent::ChangeHighlightMaterialColor ( const TFunctionRef< FVector()> Color)
private

Definition at line 84 of file HighlightComponent.cpp.

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◆ GENERATED_BODY()

UHighlightComponent::GENERATED_BODY ( )
private

◆ PerformPulseHighlight()

void UHighlightComponent::PerformPulseHighlight ( )
private

UFUNCTION()

Definition at line 58 of file HighlightComponent.cpp.

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◆ UpdateHighlightValue()

void UHighlightComponent::UpdateHighlightValue ( EHighlightColor HighlightColor)
BlueprintCallable

Updates the highlight color of the object.

Parameters
HighlightColorThe color to set as the highlight.

UFUNCTION(BlueprintCallable)

Definition at line 26 of file HighlightComponent.cpp.

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Member Data Documentation

◆ ActivateHighlightOnEachStep

bool UHighlightComponent::ActivateHighlightOnEachStep = false
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")

Indicates whether to activate the highlight on each step.

Definition at line 108 of file HighlightComponent.h.

◆ AlwaysEmissiveHighlight

bool UHighlightComponent::AlwaysEmissiveHighlight = false
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")

Forces emissive highlight so highlight is the same on pc and mobile

Definition at line 81 of file HighlightComponent.h.

◆ BlockPulsing

bool UHighlightComponent::BlockPulsing = false
private

Definition at line 120 of file HighlightComponent.h.

◆ ColorMap

TMap<EHighlightColor, FLinearColor> UHighlightComponent::ColorMap
private

Definition at line 117 of file HighlightComponent.h.

◆ CurrentHighlight

EHighlightColor UHighlightComponent::CurrentHighlight = EHighlightColor::None

UPROPERTY()

The current highlight color of the object.

Definition at line 65 of file HighlightComponent.h.

◆ HighlightActiveOnSteps

TArray<FText> UHighlightComponent::HighlightActiveOnSteps
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")

The steps on which the highlight should be active.

Definition at line 101 of file HighlightComponent.h.

◆ HighlightTime

float UHighlightComponent::HighlightTime = 0.0f
private

Definition at line 118 of file HighlightComponent.h.

◆ IsShowHighlight

bool UHighlightComponent::IsShowHighlight = true

UPROPERTY()

Indicates whether the highlight should be shown.

Definition at line 69 of file HighlightComponent.h.

◆ OnHighlightValueChanged

FOnHighlightValueChanged UHighlightComponent::OnHighlightValueChanged
BlueprintAssignable

UPROPERTY(BlueprintAssignable)

Definition at line 87 of file HighlightComponent.h.

◆ PulseDirection

float UHighlightComponent::PulseDirection = 0.0f
private

Definition at line 119 of file HighlightComponent.h.

◆ PulseHighlightTimerHandle

FTimerHandle UHighlightComponent::PulseHighlightTimerHandle
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

The timer handle for the pulse highlight effect.

Definition at line 74 of file HighlightComponent.h.

◆ UseIsObjectActiveInsteadOfActiveSteps

bool UHighlightComponent::UseIsObjectActiveInsteadOfActiveSteps = false
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")

Indicates whether to use IsObjectActive instead of ActiveSteps for highlight activation.

Definition at line 94 of file HighlightComponent.h.


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