USTRUCT(BlueprintType)
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#include <DlgEvent.h>
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bool | bDelta = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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bool | bValue = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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UDlgEventCustom * | CustomEvent = nullptr |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "Dialogue|Event")
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FName | EventName |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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EDlgEventType | EventType = EDlgEventType::Event |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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float | FloatValue = 0.f |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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int32 | IntValue = 0 |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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FName | NameValue |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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FName | ParticipantName |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
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USTRUCT(BlueprintType)
Definition at line 58 of file DlgEvent.h.
◆ Call()
void FDlgEvent::Call |
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UDlgContext & | Context, |
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const FString & | ContextString, |
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UObject * | Participant ) const |
◆ EventTypeToString()
◆ GENERATED_USTRUCT_BODY()
FDlgEvent::GENERATED_USTRUCT_BODY |
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◆ GetCustomEventName()
FString FDlgEvent::GetCustomEventName |
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const |
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inline |
◆ HasClassVariable()
◆ HasDialogueValue()
◆ HasParticipantInterfaceValue()
◆ MustHaveParticipant()
bool FDlgEvent::MustHaveParticipant |
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const |
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inlineprotected |
◆ operator==()
◆ ValidateIsParticipantValid()
bool FDlgEvent::ValidateIsParticipantValid |
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const UDlgContext & | Context, |
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const FString & | ContextString, |
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const UObject * | Participant ) const |
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protected |
◆ bDelta
bool FDlgEvent::bDelta = false |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 180 of file DlgEvent.h.
◆ bValue
bool FDlgEvent::bValue = false |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 188 of file DlgEvent.h.
◆ CustomEvent
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EditAnywhereBlueprintReadWriteInstanced |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "Dialogue|Event")
Definition at line 200 of file DlgEvent.h.
◆ EventName
FName FDlgEvent::EventName |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 148 of file DlgEvent.h.
◆ EventType
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 140 of file DlgEvent.h.
◆ FloatValue
float FDlgEvent::FloatValue = 0.f |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 164 of file DlgEvent.h.
◆ IntValue
int32 FDlgEvent::IntValue = 0 |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 156 of file DlgEvent.h.
◆ NameValue
FName FDlgEvent::NameValue |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 172 of file DlgEvent.h.
◆ ParticipantName
FName FDlgEvent::ParticipantName |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|Event")
Definition at line 132 of file DlgEvent.h.
The documentation for this struct was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Public/DlgEvent.h
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Private/DlgEvent.cpp