Component responsible for managing object highlighting.
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#include <HighlightComponent.h>
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bool | ActivateHighlightOnEachStep = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
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bool | AlwaysEmissiveHighlight = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
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EHighlightColor | CurrentHighlight = EHighlightColor::None |
| UPROPERTY()
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TArray< UStaticMeshComponent * > | DeactivatedMeshes |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
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bool | DeactivateHighlightOnEachInactiveStep = true |
| UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Highlight")
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TArray< FText > | HighlightActiveOnSteps |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
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bool | IsShowHighlight = true |
| UPROPERTY()
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FOnHighlightChanged | OnHighlightChanged |
| UPROPERTY(BlueprintAssignable)
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FOnHighlightValueChanged | OnHighlightValueChanged |
| UPROPERTY(BlueprintAssignable)
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FTimerHandle | PulseHighlightTimerHandle |
| UPROPERTY(BlueprintReadWrite)
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bool | UseIsObjectActiveInsteadOfActiveSteps = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
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Component responsible for managing object highlighting.
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
Definition at line 34 of file HighlightComponent.h.
◆ UHighlightComponent()
UHighlightComponent::UHighlightComponent |
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◆ ActivatePulseHighlight()
void UHighlightComponent::ActivatePulseHighlight |
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bool | Activate | ) |
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BlueprintCallable |
Activates or deactivates the pulse highlight effect.
- Parameters
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Activate | Indicates whether to activate or deactivate the pulse highlight effect. |
UFUNCTION(BlueprintCallable)
Definition at line 43 of file HighlightComponent.cpp.
◆ BeginPlay()
void UHighlightComponent::BeginPlay |
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overrideprotectedvirtual |
◆ ChangeHighlightMaterialColor()
void UHighlightComponent::ChangeHighlightMaterialColor |
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const TFunctionRef< FVector()> | Color, |
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TArray< TWeakObjectPtr< UMeshComponent > > | TargetMeshes ) |
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◆ ChangeHighlightSpecificMaterialColor()
void UHighlightComponent::ChangeHighlightSpecificMaterialColor |
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const TFunctionRef< FVector()> | Color, |
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TArray< TWeakObjectPtr< UMeshComponent > > | TargetMeshes, |
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TArray< int > | MaterialIndexes ) |
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◆ GENERATED_BODY()
UHighlightComponent::GENERATED_BODY |
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◆ ManuallyActivatePulseHighlight()
void UHighlightComponent::ManuallyActivatePulseHighlight |
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bool | Activate, |
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TArray< UMeshComponent * > | TargetComponent ) |
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BlueprintCallable |
Manually activates or deactivates the pulse highlight effect on specific part of the object.
- Parameters
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Activate | Indicates whether to activate or deactivate the pulse highlight effect. |
TargetComponent | Indicates array of the meshes which would have impact pulse highlight |
UFUNCTION(BlueprintCallable, Category = "Highlight Functionality")
Definition at line 67 of file HighlightComponent.cpp.
◆ ManuallyActivatePulseHighlightOnSpecificMaterials()
void UHighlightComponent::ManuallyActivatePulseHighlightOnSpecificMaterials |
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bool | Activate, |
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TArray< UMeshComponent * > | TargetComponent, |
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TArray< int > | TargetMaterialIndexes ) |
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BlueprintCallable |
Manually activates or deactivates the pulse highlight effect on specific part of the object and specific material index.
- Parameters
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Activate | Indicates whether to activate or deactivate the pulse highlight effect. |
TargetComponent | Indicates array of the meshes which would have impact pulse highlight |
TargetMaterialIndexes | Indicates array of material indexes which would have impact pulse highlight |
UFUNCTION(BlueprintCallable, Category = "Highlight Functionality")
Definition at line 95 of file HighlightComponent.cpp.
◆ PerformPulseHighlight()
void UHighlightComponent::PerformPulseHighlight |
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◆ UpdatedOwnerMeshComponents()
void UHighlightComponent::UpdatedOwnerMeshComponents |
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◆ UpdateHighlightValue()
void UHighlightComponent::UpdateHighlightValue |
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EHighlightColor | HighlightColor | ) |
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BlueprintCallable |
Updates the highlight color of the object.
- Parameters
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HighlightColor | The color to set as the highlight. |
UFUNCTION(BlueprintCallable)
Definition at line 28 of file HighlightComponent.cpp.
◆ ActivateHighlightOnEachStep
bool UHighlightComponent::ActivateHighlightOnEachStep = false |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Indicates whether to activate the highlight on each step.
Definition at line 138 of file HighlightComponent.h.
◆ AffectedMaterialIndexes
TArray<int> UHighlightComponent::AffectedMaterialIndexes |
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◆ AlwaysEmissiveHighlight
bool UHighlightComponent::AlwaysEmissiveHighlight = false |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Forces emissive highlight so highlight is the same on pc and mobile
Definition at line 105 of file HighlightComponent.h.
◆ BlockPulsing
bool UHighlightComponent::BlockPulsing = false |
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◆ ColorMap
◆ CurrentHighlight
◆ DeactivatedMeshes
TArray<UStaticMeshComponent*> UHighlightComponent::DeactivatedMeshes |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
The mesh on which the highlight shouldn't be active.
Definition at line 152 of file HighlightComponent.h.
◆ DeactivateHighlightOnEachInactiveStep
bool UHighlightComponent::DeactivateHighlightOnEachInactiveStep = true |
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EditDefaultsOnlyBlueprintReadWrite |
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Highlight")
Indicates whether to inactivate the highlight on each deactivation. Should be false in the case of manual pulse highlight activation
Definition at line 145 of file HighlightComponent.h.
◆ HighlightActiveOnSteps
TArray<FText> UHighlightComponent::HighlightActiveOnSteps |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
The steps on which the highlight should be active.
Definition at line 131 of file HighlightComponent.h.
◆ HighlightTime
float UHighlightComponent::HighlightTime = 0.0f |
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◆ IsShowHighlight
bool UHighlightComponent::IsShowHighlight = true |
UPROPERTY()
Indicates whether the highlight should be shown.
Definition at line 93 of file HighlightComponent.h.
◆ OnHighlightChanged
FOnHighlightChanged UHighlightComponent::OnHighlightChanged |
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BlueprintAssignable |
◆ OnHighlightValueChanged
FOnHighlightValueChanged UHighlightComponent::OnHighlightValueChanged |
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BlueprintAssignable |
◆ OwnerMeshComponents
TArray<TWeakObjectPtr<UMeshComponent> > UHighlightComponent::OwnerMeshComponents |
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◆ PulseDirection
float UHighlightComponent::PulseDirection = 0.0f |
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◆ PulseHighlightTimerHandle
FTimerHandle UHighlightComponent::PulseHighlightTimerHandle |
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The timer handle for the pulse highlight effect.
Definition at line 98 of file HighlightComponent.h.
◆ UseIsObjectActiveInsteadOfActiveSteps
bool UHighlightComponent::UseIsObjectActiveInsteadOfActiveSteps = false |
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Indicates whether to use IsObjectActive instead of ActiveSteps for highlight activation.
Definition at line 124 of file HighlightComponent.h.
The documentation for this class was generated from the following files: