UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin))
More...
#include <StoryScript.h>
UCLASS(BlueprintType, Blueprintable, meta = (ShowWorldContexPin))
This class responsible for holding step related logic, used in GameManager
Definition at line 102 of file StoryScript.h.
◆ ExecuteScript()
void UStoryScript::ExecuteScript |
( |
AActor * | Instigator | ) |
|
|
BlueprintCallableBlueprintNativeEvent |
Executes the script logic. Will be called by all actors active on current step.
- Parameters
-
Instigator | The actor instigating the script execution. |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
◆ GENERATED_BODY()
UStoryScript::GENERATED_BODY |
( |
| ) |
|
|
private |
◆ GetAllActorsOfClass()
void UStoryScript::GetAllActorsOfClass |
( |
TSubclassOf< AActor > | ActorClass, |
|
|
TArray< AActor * > & | OutActors ) |
|
BlueprintCallable |
Analogue to engine functions GetAllActorsOfClass.
- Parameters
-
ActorClass | The actor class that we searching for. |
OutActors | - Array of actors that were found. |
UFUNCTION(BlueprintCallable, Category = "Script")
Definition at line 25 of file StoryScript.cpp.
◆ PlaySoundAtLocation()
void UStoryScript::PlaySoundAtLocation |
( |
USoundCue * | TargetSound, |
|
|
FVector | Location ) |
|
BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Script|Sound")
Definition at line 60 of file StoryScript.cpp.
◆ ScriptInitialization()
void UStoryScript::ScriptInitialization |
( |
| ) |
|
|
BlueprintCallableBlueprintNativeEvent |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Script")
◆ SpawnStoryActorWithSpecificSteps()
ABaseStoryActor * UStoryScript::SpawnStoryActorWithSpecificSteps |
( |
TSubclassOf< ABaseStoryActor > | ActorClass, |
|
|
FTransform | SpawnTransform, |
|
|
TArray< FText > | ActiveSteps, |
|
|
TArray< FText > | HighlightSteps ) |
|
BlueprintCallable |
Spawns a story actor with specific steps.
- Parameters
-
ActorClass | The class of the story actor to spawn. |
SpawnTransform | The transform at which to spawn the actor. |
ActiveSteps | The active steps for the spawned actor. |
HighlightSteps | The steps when the spawned actor should highlight. |
- Returns
- The spawned story actor.
UFUNCTION(BlueprintCallable)
Definition at line 33 of file StoryScript.cpp.
◆ CurrentInstigator
AActor* UStoryScript::CurrentInstigator |
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Script")
The current instigator of the script.
Definition at line 140 of file StoryScript.h.
◆ GameManagerRef
UPROPERTY(BlueprintReadWrite, Category = "Script")
Definition at line 152 of file StoryScript.h.
◆ GameModeRef
UPROPERTY(BlueprintReadWrite, Category = "Script")
Definition at line 146 of file StoryScript.h.
◆ PlayerPawnRef
APawn* UStoryScript::PlayerPawnRef |
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Script")
Definition at line 158 of file StoryScript.h.
The documentation for this class was generated from the following files: