A Demo Project for the UnrealEngineSDK
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UStoryComponent Class Reference

A component responsible for managing the story progression in story actors. More...

#include <StoryComponent.h>

Inheritance diagram for UStoryComponent:
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Public Member Functions

virtual void BeginPlay () override
 
void ExecuteScript ()
 UFUNCTION(BlueprintCallable, Category = "Story|Script")
 

Public Attributes

FText ActiveStep
 UPROPERTY(BlueprintReadWrite)
 
TArray< FTextActiveSteps
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
 
FText ActiveSubStep
 UPROPERTY(BlueprintReadWrite)
 
TArray< FTextActiveSubSteps
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
 
UGameManagerGameManager
 UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
 
bool ObjectActive
 UPROPERTY(BlueprintReadWrite)
 
UStoryManagerStoryManager
 UPROPERTY(BlueprintReadWrite)
 

Private Member Functions

 GENERATED_BODY ()
 
void NewStep (FStoryStep NewStep, bool IsForward)
 Called when a new step is reached in the story.
 
void NewSubStep (FStoryStep NewSubStep)
 Called when a new substep is reached in the story.
 
void StoryLoaded ()
 Called when the story is loaded.
 

Detailed Description

A component responsible for managing the story progression in story actors.

UCLASS(ClassGroup=(Story), meta=(BlueprintSpawnableComponent))

Definition at line 17 of file StoryComponent.h.

Member Function Documentation

◆ BeginPlay()

void UStoryComponent::BeginPlay ( )
overridevirtual

Definition at line 8 of file StoryComponent.cpp.

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◆ ExecuteScript()

void UStoryComponent::ExecuteScript ( )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Story|Script")

Execute story script that is specified for this active step

Definition at line 40 of file StoryComponent.cpp.

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◆ GENERATED_BODY()

UStoryComponent::GENERATED_BODY ( )
private

◆ NewStep()

void UStoryComponent::NewStep ( FStoryStep NewStep,
bool IsForward )
private

Called when a new step is reached in the story.

Parameters
NewStepThe new step that was reached.
IsForwardWhether the story is progressing forward or backward.

UFUNCTION()

Definition at line 60 of file StoryComponent.cpp.

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◆ NewSubStep()

void UStoryComponent::NewSubStep ( FStoryStep NewSubStep)
private

Called when a new substep is reached in the story.

Parameters
NewSubStepThe new substep that was reached.

UFUNCTION()

Definition at line 104 of file StoryComponent.cpp.

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◆ StoryLoaded()

void UStoryComponent::StoryLoaded ( )
private

Called when the story is loaded.

UFUNCTION()

Definition at line 148 of file StoryComponent.cpp.

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Member Data Documentation

◆ ActiveStep

FText UStoryComponent::ActiveStep
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

The currently active step in the story.

Definition at line 66 of file StoryComponent.h.

◆ ActiveSteps

TArray<FText> UStoryComponent::ActiveSteps
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")

The active steps for actor in the story.

Definition at line 35 of file StoryComponent.h.

◆ ActiveSubStep

FText UStoryComponent::ActiveSubStep
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

The currently active substep in the story.

Definition at line 72 of file StoryComponent.h.

◆ ActiveSubSteps

TArray<FText> UStoryComponent::ActiveSubSteps
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")

The active substeps for actor in the story.

Definition at line 42 of file StoryComponent.h.

◆ GameManager

UGameManager* UStoryComponent::GameManager
BlueprintReadOnly

UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")

Reference to the game manager.

Definition at line 60 of file StoryComponent.h.

◆ ObjectActive

bool UStoryComponent::ObjectActive
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

Flag indicating whether the actor is active on current step.

Definition at line 48 of file StoryComponent.h.

◆ StoryManager

UStoryManager* UStoryComponent::StoryManager
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

Reference to the story manager.

Definition at line 54 of file StoryComponent.h.


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