v1.2.26 |
Documentation for the Unreal C++ Plugin
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A component responsible for managing the story progression in story actors. More...
#include <StoryComponent.h>
Public Member Functions | |
virtual void | BeginPlay () override |
void | ExecuteScript () |
UFUNCTION(BlueprintCallable, Category = "Story|Script") | |
Public Attributes | |
FText | ActiveStep |
UPROPERTY(BlueprintReadWrite) | |
TArray< FText > | ActiveSteps |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup") | |
FText | ActiveSubStep |
UPROPERTY(BlueprintReadWrite) | |
TArray< FText > | ActiveSubSteps |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup") | |
UGameManager * | GameManager |
UPROPERTY(BlueprintReadOnly, Category = "Story|Setup") | |
bool | ObjectActive { true } |
UPROPERTY(BlueprintReadWrite) | |
UStoryManager * | StoryManager |
UPROPERTY(BlueprintReadWrite) | |
Private Member Functions | |
GENERATED_BODY () | |
void | NewStep (FStoryStep NewStep, bool IsForward) |
Called when a new step is reached in the story. | |
void | NewSubStep (FStoryStep NewSubStep) |
Called when a new substep is reached in the story. | |
void | StoryLoaded () |
Called when the story is loaded. | |
A component responsible for managing the story progression in story actors.
UCLASS(ClassGroup=(Story), meta=(BlueprintSpawnableComponent))
Definition at line 17 of file StoryComponent.h.
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overridevirtual |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Story|Script")
Execute story script that is specified for this active step
Definition at line 47 of file StoryComponent.cpp.
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private |
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private |
Called when a new step is reached in the story.
NewStep | The new step that was reached. |
IsForward | Whether the story is progressing forward or backward. |
UFUNCTION()
Definition at line 67 of file StoryComponent.cpp.
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private |
Called when a new substep is reached in the story.
NewSubStep | The new substep that was reached. |
UFUNCTION()
Definition at line 111 of file StoryComponent.cpp.
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private |
Called when the story is loaded.
UFUNCTION()
Definition at line 155 of file StoryComponent.cpp.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The currently active step in the story.
Definition at line 66 of file StoryComponent.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
The active steps for actor in the story.
Definition at line 35 of file StoryComponent.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The currently active substep in the story.
Definition at line 72 of file StoryComponent.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
The active substeps for actor in the story.
Definition at line 42 of file StoryComponent.h.
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BlueprintReadOnly |
UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
Reference to the game manager.
Definition at line 60 of file StoryComponent.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
Flag indicating whether the actor is active on current step.
Definition at line 48 of file StoryComponent.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
Reference to the story manager.
Definition at line 54 of file StoryComponent.h.