Documentation for the Unreal C++ Plugin
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ABaseStoryActor Class ReferenceBlueprintable

Base class for story actors. More...

#include <BaseStoryActor.h>

Inheritance diagram for ABaseStoryActor:
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Public Member Functions

 ABaseStoryActor ()
 
void ActivateHighlightOnActiveStep ()
 Event called to activate the highlight on the active step.
 
bool CouldBeGrabbedByOtherHand ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
bool CouldBeGrabbedWithTwoHands ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
bool DenyDropping ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void EnableOnePressDetach (bool Enable)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
TArray< FTransparentMaterialDataGetActorTransparentMaterialData ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
 
FTransform GetObjectGrabTransform (APixoVRHand *GrabbedHand)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
FTwoHandProperties GetTwoHandProperties ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
void GrabWithTwoHands (UMotionControllerComponent *GrabbingController)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
bool HoldItemByClick ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
bool IsGrabbingWrongActorActive ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
bool IsObjectActive ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
virtual bool IsObjectActive_Implementation () override
 Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.
 
bool IsObjectHeldWithTwoHands ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
void ObjectActivated ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
void ObjectDeactivated ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
void OnHintActivated (bool Activate)
 Event called when a hint is activated.
 
bool ReleaseItemByPress ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void ReleaseTwoHands (UMotionControllerComponent *ReleasingController)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
void ResetTwoHandsHoldingFunctionality ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
 
void SendWrongGrabbingNotification ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void SetDenyDropping (const bool bDenyDropping)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void StepSkipped (FStoryStep SkippedStep, bool IsForward)
 Event called when a step is skipped.
 
void UpdateObjectHighlight (bool Activate)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
 

Public Attributes

bool ActiveStepsAcquiredFromParent = false
 
TArray< TSubclassOf< ABaseStoryActor > > ChildClassesThatAcquiredPopulatedData
 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "BaseStoryActor|DynamicStory", meta = (EditCondition = "IsAutoStepDataPopulationActive == true", EditConditionHides))
 
UHighlightComponentHighlightComponent
 UPROPERTY(EditAnywhere, BlueprintReadWrite)
 
UHintManagerHintManager
 UPROPERTY(BlueprintReadWrite)
 
bool IsAutoStepDataPopulationActive = false
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseStoryActor|DynamicStory")
 
UStoryComponentStory
 UPROPERTY(BlueprintReadWrite, EditAnywhere)
 

Protected Member Functions

virtual void BeginPlay () override
 
void NewStepActivated (FStoryStep NewStep, bool IsForward)
 Callback function for when a new step is activated.
 
void NewSubStepActivated (FStoryStep NewSubStep)
 Callback function for when a new substep is activated.
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

Base class for story actors.

UCLASS(Blueprintable)

Definition at line 20 of file BaseStoryActor.h.

Constructor & Destructor Documentation

◆ ABaseStoryActor()

ABaseStoryActor::ABaseStoryActor ( )

Definition at line 7 of file BaseStoryActor.cpp.

Member Function Documentation

◆ ActivateHighlightOnActiveStep()

void ABaseStoryActor::ActivateHighlightOnActiveStep ( )
BlueprintNativeEvent

Event called to activate the highlight on the active step.

UFUNCTION(BlueprintNativeEvent)

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◆ BeginPlay()

void ABaseStoryActor::BeginPlay ( )
overrideprotectedvirtual

Reimplemented in ABaseGrippableStoryActor.

Definition at line 68 of file BaseStoryActor.cpp.

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◆ CouldBeGrabbedByOtherHand()

bool IPixoVRStoryObject::CouldBeGrabbedByOtherHand ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can grab object from one hand to another.

◆ CouldBeGrabbedWithTwoHands()

bool IPixoVRStoryObject::CouldBeGrabbedWithTwoHands ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ DenyDropping()

bool IPixoVRStoryObject::DenyDropping ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can drop this object.

◆ EnableOnePressDetach()

void IPixoVRStoryObject::EnableOnePressDetach ( bool Enable)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ GENERATED_BODY()

ABaseStoryActor::GENERATED_BODY ( )
private

◆ GetActorTransparentMaterialData()

TArray< FTransparentMaterialData > IPixoVRStoryObject::GetActorTransparentMaterialData ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")

Gets data for fading actor.

◆ GetObjectGrabTransform()

FTransform IPixoVRStoryObject::GetObjectGrabTransform ( APixoVRHand * GrabbedHand)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Gets current world transform relative to selected hand for this object.

◆ GetTwoHandProperties()

FTwoHandProperties IPixoVRStoryObject::GetTwoHandProperties ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ GrabWithTwoHands()

void IPixoVRStoryObject::GrabWithTwoHands ( UMotionControllerComponent * GrabbingController)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ HoldItemByClick()

bool IPixoVRStoryObject::HoldItemByClick ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if you need to hold object by click or holding button.

◆ IsGrabbingWrongActorActive()

bool IPixoVRStoryObject::IsGrabbingWrongActorActive ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if should send notification when the wrong interactable actor grabbed.

◆ IsObjectActive()

bool IPixoVRStoryObject::IsObjectActive ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Returns whether object has active step/substep for current step/substep.

◆ IsObjectActive_Implementation()

bool ABaseStoryActor::IsObjectActive_Implementation ( )
overridevirtual

Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.

Returns
True if the object has an active step/substep for the current step/substep, false otherwise.

Definition at line 16 of file BaseStoryActor.cpp.

◆ IsObjectHeldWithTwoHands()

bool IPixoVRStoryObject::IsObjectHeldWithTwoHands ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ NewStepActivated()

void ABaseStoryActor::NewStepActivated ( FStoryStep NewStep,
bool IsForward )
protected

Callback function for when a new step is activated.

Parameters
NewStepThe newly activated step.
IsForwardTrue if story moving forward, false if moving backward.

UFUNCTION()

Definition at line 98 of file BaseStoryActor.cpp.

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◆ NewSubStepActivated()

void ABaseStoryActor::NewSubStepActivated ( FStoryStep NewSubStep)
protected

Callback function for when a new substep is activated.

Parameters
NewSubStepThe newly activated substep.

UFUNCTION()

Definition at line 115 of file BaseStoryActor.cpp.

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◆ ObjectActivated()

void IPixoVRStoryObject::ObjectActivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object has active step/substep for current step/substep.

◆ ObjectDeactivated()

void IPixoVRStoryObject::ObjectDeactivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object does not have active step/substep for current step/substep.

◆ OnHintActivated()

void ABaseStoryActor::OnHintActivated ( bool Activate)
BlueprintNativeEvent

Event called when a hint is activated.

Parameters
ActivateTrue if the hint is being activated, false if it is being deactivated.

UFUNCTION(BlueprintNativeEvent)

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◆ ReleaseItemByPress()

bool IPixoVRStoryObject::ReleaseItemByPress ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if you need to release object by press button.

◆ ReleaseTwoHands()

void IPixoVRStoryObject::ReleaseTwoHands ( UMotionControllerComponent * ReleasingController)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ ResetTwoHandsHoldingFunctionality()

void IPixoVRStoryObject::ResetTwoHandsHoldingFunctionality ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ SendWrongGrabbingNotification()

void IPixoVRStoryObject::SendWrongGrabbingNotification ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Called to send wrong grabbing notification.

◆ SetDenyDropping()

void IPixoVRStoryObject::SetDenyDropping ( const bool bDenyDropping)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Update flag indicate whether if user can drop this object.

◆ StepSkipped()

void ABaseStoryActor::StepSkipped ( FStoryStep SkippedStep,
bool IsForward )
BlueprintNativeEvent

Event called when a step is skipped.

Parameters
SkippedStepThe skipped step.
IsForwardTrue if skipping story forward, false if skipping backward.

UFUNCTION(BlueprintNativeEvent)

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◆ UpdateObjectHighlight()

void IPixoVRStoryObject::UpdateObjectHighlight ( bool Activate)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")

Called to update object highlight.

Member Data Documentation

◆ ActiveStepsAcquiredFromParent

bool ABaseStoryActor::ActiveStepsAcquiredFromParent = false

Definition at line 61 of file BaseStoryActor.h.

◆ ChildClassesThatAcquiredPopulatedData

TArray<TSubclassOf<ABaseStoryActor> > ABaseStoryActor::ChildClassesThatAcquiredPopulatedData
BlueprintReadWriteEditDefaultsOnly

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "BaseStoryActor|DynamicStory", meta = (EditCondition = "IsAutoStepDataPopulationActive == true", EditConditionHides))

Definition at line 59 of file BaseStoryActor.h.

◆ HighlightComponent

UHighlightComponent* ABaseStoryActor::HighlightComponent
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Component responsible for highlighting the actor.

Definition at line 39 of file BaseStoryActor.h.

◆ HintManager

UHintManager* ABaseStoryActor::HintManager
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

Manager for handling hints related to the actor.

Definition at line 45 of file BaseStoryActor.h.

◆ IsAutoStepDataPopulationActive

bool ABaseStoryActor::IsAutoStepDataPopulationActive = false
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseStoryActor|DynamicStory")

New BaseStoryActor will receive StorySteps from InteractiveObjectStoryStep data base.

Definition at line 52 of file BaseStoryActor.h.

◆ Story

UStoryComponent* ABaseStoryActor::Story
EditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere)

Component responsible for managing the story.

Definition at line 32 of file BaseStoryActor.h.


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