Documentation for the Unreal C++ Plugin
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ApexReportingManager.h
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1//Copyright(c) Pixo Group. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "ApexAPI.h"
9#include "ApexReportingManager.generated.h"
10
14UCLASS(Blueprintable, meta=(ShowWorldContextPin))
15class PIXOCORE_API UApexReportingManager : public UBaseManager
16{
19public:
20 //Manager event declaration
27public:
29
35 UFUNCTION(BlueprintCallable)
36 virtual void CompleteApexSession(bool Completed, bool Success);
37
44 UFUNCTION(BlueprintCallable)
45 virtual void EarlyExitSession(float Score, float MaxScore, TMap<FString, FString> ExtensionParameters);
46
50 UFUNCTION(BlueprintNativeEvent)
51 FXAPIStatement GetStatementData();
52
53 UFUNCTION(BlueprintNativeEvent)
54 void OnInitialized();
55
56 UFUNCTION(BlueprintNativeEvent)
57 void OnEndStoryReached();
58
62 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Setup")
63 bool UseDefaultSessionStart = true;
67 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Setup")
68 bool UseReportingEachStep = true;
72 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Setup")
73 bool UseDefaultSessionEnd = true;
77 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Setup")
78 int32 ScoreFactor = 1;
79
80protected:
81 int32 GetAmountOfCompletedSteps(const TArray<FPassedExperiences> PassedExperiences) const;
86 int32 GetApexSessionDuration();
87
88 UPROPERTY(BlueprintReadOnly)
89 UApexAPI* ApexSubSystem;
90 UPROPERTY(BlueprintReadOnly)
91 FText CurrentStep;
92
93 FDateTime ApexStartTime;
94 TArray<int32> LoadedStoryIndexesHistory;
95};
#define DECLARE_EVENT_HANDLER(TEvent)
Definition BaseManager.h:11
Manager for automatic Apex session reporting using UApexAPI.
DECLARE_EVENT_HANDLER(UStepCompletedEvent)
UApexAPI * ApexSubSystem
UPROPERTY(BlueprintReadOnly)
DECLARE_EVENT_HANDLER(UNewStepLoadedEvent)
FXAPIStatement GetStatementData()
This function can be implemented in blueprint to send custom FXAPIStatement.
DECLARE_EVENT_HANDLER(UEndOfStoryReached)
void OnInitialized()
UFUNCTION(BlueprintNativeEvent)
DECLARE_EVENT_HANDLER(UNewStoryLoadedEvent)
FText CurrentStep
UPROPERTY(BlueprintReadOnly)
void OnEndStoryReached()
UFUNCTION(BlueprintNativeEvent)
TArray< int32 > LoadedStoryIndexesHistory
Array storing the history of loaded story indexes.
DECLARE_EVENT_HANDLER(UInitializationEvent)
It provides functionalities for handling events, sending events, and managing a private owner....
Definition BaseManager.h:32
Event called when we complete last step.
Event called when we on init experience.
Event called when new step is loaded.
Event called when new story is loaded.
Event called when step is completed.
USTRUCT(BlueprintType)