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UStoryScript Class ReferenceBlueprintableBlueprintType

UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin)) More...

#include <StoryScript.h>

Inheritance diagram for UStoryScript:
[legend]

Public Member Functions

void ExecuteScript (AActor *Instigator)
 Executes the script logic. Will be called by all actors active on current step.
 
void GetAllActorsOfClass (TSubclassOf< AActor > ActorClass, TArray< AActor * > &OutActors)
 Analogue to engine functions GetAllActorsOfClass.
 
void ScriptInitialization ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
 
ABaseStoryActorSpawnStoryActorWithSpecificSteps (TSubclassOf< ABaseStoryActor > ActorClass, FTransform SpawnTransform, TArray< FText > ActiveSteps, TArray< FText > HighlightSteps)
 Spawns a story actor with specific steps.
 

Public Attributes

AActorCurrentInstigator
 UPROPERTY(BlueprintReadWrite, Category = "Script")
 
UGameManagerGameManagerRef
 UPROPERTY(BlueprintReadWrite, Category = "Script")
 
AGameModeBaseGameModeRef
 UPROPERTY(BlueprintReadWrite, Category = "Script")
 
APawnPlayerPawnRef
 UPROPERTY(BlueprintReadWrite, Category = "Script")
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin))

This class responsible for holding step related logic, used in GameManager

Definition at line 102 of file StoryScript.h.

Member Function Documentation

◆ ExecuteScript()

void UStoryScript::ExecuteScript ( AActor * Instigator)
BlueprintNativeEventBlueprintCallable

Executes the script logic. Will be called by all actors active on current step.

Parameters
InstigatorThe actor instigating the script execution.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")

◆ GENERATED_BODY()

UStoryScript::GENERATED_BODY ( )
private

◆ GetAllActorsOfClass()

void UStoryScript::GetAllActorsOfClass ( TSubclassOf< AActor > ActorClass,
TArray< AActor * > & OutActors )
BlueprintCallable

Analogue to engine functions GetAllActorsOfClass.

Parameters
ActorClassThe actor class that we searching for.
OutActors- Array of actors that were found.

UFUNCTION(BlueprintCallable, Category = "Script")

Definition at line 25 of file StoryScript.cpp.

◆ ScriptInitialization()

void UStoryScript::ScriptInitialization ( )
BlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")

◆ SpawnStoryActorWithSpecificSteps()

ABaseStoryActor * UStoryScript::SpawnStoryActorWithSpecificSteps ( TSubclassOf< ABaseStoryActor > ActorClass,
FTransform SpawnTransform,
TArray< FText > ActiveSteps,
TArray< FText > HighlightSteps )
BlueprintCallable

Spawns a story actor with specific steps.

Parameters
ActorClassThe class of the story actor to spawn.
SpawnTransformThe transform at which to spawn the actor.
ActiveStepsThe active steps for the spawned actor.
HighlightStepsThe steps when the spawned actor should highlight.
Returns
The spawned story actor.

UFUNCTION(BlueprintCallable)

Definition at line 33 of file StoryScript.cpp.

Member Data Documentation

◆ CurrentInstigator

AActor* UStoryScript::CurrentInstigator
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Script")

The current instigator of the script.

Definition at line 140 of file StoryScript.h.

◆ GameManagerRef

UGameManager* UStoryScript::GameManagerRef
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Script")

Definition at line 152 of file StoryScript.h.

◆ GameModeRef

AGameModeBase* UStoryScript::GameModeRef
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Script")

Definition at line 146 of file StoryScript.h.

◆ PlayerPawnRef

APawn* UStoryScript::PlayerPawnRef
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Script")

Definition at line 158 of file StoryScript.h.


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