A Demo Project for the UnrealEngineSDK
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USTRUCT(BlueprintType) More...
#include <DlgEdge.h>
Public Member Functions | |
FDlgEdge (int32 InTargetIndex=INDEX_NONE) | |
bool | Evaluate (const UDlgContext &Context, TSet< const UDlgNode * > AlreadyVisitedNodes) const |
GENERATED_USTRUCT_BODY () | |
FText & | GetMutableUnformattedText () |
const FText & | GetText () const |
const TArray< FDlgTextArgument > & | GetTextArguments () const |
const FText & | GetUnformattedText () const |
bool | IsValid () const |
bool | operator!= (const FDlgEdge &Other) const |
bool | operator== (const FDlgEdge &Other) const |
void | RebuildConstructedText (const UDlgContext &Context, FName FallbackParticipantName) |
void | RebuildTextArguments () |
void | RebuildTextArgumentsFromPreview (const FText &Preview) |
void | SetText (const FText &NewText) |
void | SetUnformattedText (const FText &NewText) |
void | UpdateTextsNamespacesAndKeys (const UObject *ParentObject, const UDlgSystemSettings &Settings) |
void | UpdateTextValueFromDefaultAndRemapping (const UDlgDialogue &ParentDialogue, const UDlgNode &ParentNode, const UDlgSystemSettings &Settings, bool bUpdateFromRemapping) |
Static Public Member Functions | |
static const FDlgEdge & | GetInvalidEdge () |
static FName | GetMemberNameText () |
static FName | GetMemberNameTextArguments () |
static bool | IsTextVisible (const UDlgNode &ParentNode) |
Public Attributes | |
bool | bIncludeInAllOptionListIfUnsatisfied = true |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge") | |
TArray< FDlgCondition > | Conditions |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge") | |
FName | SpeakerState |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge") | |
int32 | TargetIndex = INDEX_NONE |
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|Edge", Meta = (ClampMin = -1)) | |
Protected Attributes | |
FText | ConstructedText |
FText | Text |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Dialogue|Edge", Meta = (MultiLine = true)) | |
TArray< FDlgTextArgument > | TextArguments |
UPROPERTY(EditAnywhere, BlueprintReadOnly, EditFixedSize, Category = "Dialogue|Edge") | |
USTRUCT(BlueprintType)
The representation of a child in a node. Defined by a TargetIndex which points to the index array in the Dialogue.Nodes
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bool FDlgEdge::Evaluate | ( | const UDlgContext & | Context, |
TSet< const UDlgNode * > | AlreadyVisitedNodes ) const |
FDlgEdge::GENERATED_USTRUCT_BODY | ( | ) |
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void FDlgEdge::RebuildConstructedText | ( | const UDlgContext & | Context, |
FName | FallbackParticipantName ) |
Definition at line 101 of file DlgEdge.cpp.
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void FDlgEdge::UpdateTextsNamespacesAndKeys | ( | const UObject * | ParentObject, |
const UDlgSystemSettings & | Settings ) |
void FDlgEdge::UpdateTextValueFromDefaultAndRemapping | ( | const UDlgDialogue & | ParentDialogue, |
const UDlgNode & | ParentNode, | ||
const UDlgSystemSettings & | Settings, | ||
bool | bUpdateFromRemapping ) |
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BlueprintReadWriteEditAnywhere |
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BlueprintReadWriteEditAnywhere |
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BlueprintReadWriteEditAnywhere |
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BlueprintReadWriteVisibleAnywhere |
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protectedBlueprintReadOnlyEditAnywhere |
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protectedEditFixedSizeBlueprintReadOnlyEditAnywhere |