|   | A Demo Project for the UnrealEngineSDK | 
Component responsible for managing object highlighting. More...
#include <HighlightComponent.h>
| 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< FText > | HighlightActiveOnSteps | 
| 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 | 
Component responsible for managing object highlighting.
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
Definition at line 32 of file HighlightComponent.h.
| UHighlightComponent::UHighlightComponent | ( | ) | 
Definition at line 7 of file HighlightComponent.cpp.
| 
 | BlueprintCallable | 
Activates or deactivates the pulse highlight effect.
| Activate | Indicates whether to activate or deactivate the pulse highlight effect. | 
UFUNCTION(BlueprintCallable)
Definition at line 37 of file HighlightComponent.cpp.
| 
 | overrideprotectedvirtual | 
Definition at line 21 of file HighlightComponent.cpp.
| 
 | private | 
| 
 | private | 
| 
 | private | 
UFUNCTION()
Definition at line 58 of file HighlightComponent.cpp.
| 
 | BlueprintCallable | 
Updates the highlight color of the object.
| HighlightColor | The color to set as the highlight. | 
UFUNCTION(BlueprintCallable)
Definition at line 26 of file HighlightComponent.cpp.
| 
 | EditAnywhereBlueprintReadWrite | 
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Indicates whether to activate the highlight on each step.
Definition at line 108 of file HighlightComponent.h.
| 
 | 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.
| 
 | private | 
Definition at line 120 of file HighlightComponent.h.
| 
 | private | 
Definition at line 117 of file HighlightComponent.h.
| EHighlightColor UHighlightComponent::CurrentHighlight = EHighlightColor::None | 
UPROPERTY()
The current highlight color of the object.
Definition at line 65 of file HighlightComponent.h.
| 
 | EditAnywhereBlueprintReadWrite | 
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
The steps on which the highlight should be active.
Definition at line 101 of file HighlightComponent.h.
| 
 | private | 
Definition at line 118 of file HighlightComponent.h.
| bool UHighlightComponent::IsShowHighlight = true | 
UPROPERTY()
Indicates whether the highlight should be shown.
Definition at line 69 of file HighlightComponent.h.
| 
 | BlueprintAssignable | 
UPROPERTY(BlueprintAssignable)
Definition at line 87 of file HighlightComponent.h.
| 
 | private | 
Definition at line 119 of file HighlightComponent.h.
| 
 | BlueprintReadWrite | 
UPROPERTY(BlueprintReadWrite)
The timer handle for the pulse highlight effect.
Definition at line 74 of file HighlightComponent.h.
| 
 | 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.