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FDlgTextArgument Struct ReferenceBlueprintType

USTRUCT(BlueprintType) More...

#include <DlgTextArgument.h>

Public Member Functions

FFormatArgumentValue ConstructFormatArgumentValue (const UDlgContext &Context, FName NodeOwner) const
 
 GENERATED_USTRUCT_BODY ()
 
bool operator== (const FDlgTextArgument &Other) const
 

Static Public Member Functions

static FString ArgumentTypeToString (EDlgTextArgumentType Type)
 
static void UpdateTextArgumentArray (const FText &Text, TArray< FDlgTextArgument > &InOutArgumentArray)
 

Public Attributes

UDlgTextArgumentCustomCustomTextArgument = nullptr
 UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
 
FString DisplayString
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
 
FName ParticipantName
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
 
EDlgTextArgumentType Type = EDlgTextArgumentType::DisplayName
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
 
FName VariableName
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
 

Detailed Description

USTRUCT(BlueprintType)

An argument is a variable to extend node texts with dynamic values runtime It can be inserted to the FText, the same way FText::Format works See: https://docs.unrealengine.com/en-us/Gameplay/Localization/Formatting

Definition at line 59 of file DlgTextArgument.h.

Member Function Documentation

◆ ArgumentTypeToString()

FString FDlgTextArgument::ArgumentTypeToString ( EDlgTextArgumentType Type)
static

Definition at line 95 of file DlgTextArgument.cpp.

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◆ ConstructFormatArgumentValue()

FFormatArgumentValue FDlgTextArgument::ConstructFormatArgumentValue ( const UDlgContext & Context,
FName NodeOwner ) const

Definition at line 13 of file DlgTextArgument.cpp.

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◆ GENERATED_USTRUCT_BODY()

FDlgTextArgument::GENERATED_USTRUCT_BODY ( )

◆ operator==()

bool FDlgTextArgument::operator== ( const FDlgTextArgument & Other) const
inline

Definition at line 68 of file DlgTextArgument.h.

◆ UpdateTextArgumentArray()

void FDlgTextArgument::UpdateTextArgumentArray ( const FText & Text,
TArray< FDlgTextArgument > & InOutArgumentArray )
static

Definition at line 68 of file DlgTextArgument.cpp.

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Member Data Documentation

◆ CustomTextArgument

UDlgTextArgumentCustom* FDlgTextArgument::CustomTextArgument = nullptr
EditAnywhereInstancedBlueprintReadWrite

UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")

Definition at line 128 of file DlgTextArgument.h.

◆ DisplayString

FString FDlgTextArgument::DisplayString
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")

Definition at line 95 of file DlgTextArgument.h.

◆ ParticipantName

FName FDlgTextArgument::ParticipantName
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")

Definition at line 109 of file DlgTextArgument.h.

◆ Type

EDlgTextArgumentType FDlgTextArgument::Type = EDlgTextArgumentType::DisplayName
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")

Definition at line 102 of file DlgTextArgument.h.

◆ VariableName

FName FDlgTextArgument::VariableName
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")

Definition at line 116 of file DlgTextArgument.h.


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