USTRUCT(BlueprintType)
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#include <DlgTextArgument.h>
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UDlgTextArgumentCustom * | CustomTextArgument = nullptr |
| UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
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FString | DisplayString |
| UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
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FName | ParticipantName |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
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EDlgTextArgumentType | Type = EDlgTextArgumentType::DisplayName |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
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FName | VariableName |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
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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.
◆ ArgumentTypeToString()
◆ ConstructFormatArgumentValue()
FFormatArgumentValue FDlgTextArgument::ConstructFormatArgumentValue |
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const UDlgContext & | Context, |
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FName | NodeOwner ) const |
◆ GENERATED_USTRUCT_BODY()
FDlgTextArgument::GENERATED_USTRUCT_BODY |
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◆ operator==()
◆ UpdateTextArgumentArray()
void FDlgTextArgument::UpdateTextArgumentArray |
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const FText & | Text, |
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TArray< FDlgTextArgument > & | InOutArgumentArray ) |
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static |
◆ CustomTextArgument
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InstancedBlueprintReadWriteEditAnywhere |
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
Definition at line 128 of file DlgTextArgument.h.
◆ DisplayString
FString FDlgTextArgument::DisplayString |
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VisibleAnywhereBlueprintReadWrite |
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
Definition at line 95 of file DlgTextArgument.h.
◆ ParticipantName
FName FDlgTextArgument::ParticipantName |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
Definition at line 109 of file DlgTextArgument.h.
◆ Type
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
Definition at line 102 of file DlgTextArgument.h.
◆ VariableName
FName FDlgTextArgument::VariableName |
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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:
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Public/DlgTextArgument.h
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystem/Private/DlgTextArgument.cpp