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A Demo Project for the UnrealEngineSDK
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Component responsible for managing object highlighting. More...
#include <HighlightComponent.h>
Public Member Functions | |
| UHighlightComponent () | |
| void | ActivatePulseHighlight (bool Activate) |
| Activates or deactivates the pulse highlight effect. | |
| void | UpdateHighlightValue (EHighlightColor HighlightColor) |
| Updates the highlight color of the object. | |
Public Attributes | |
| bool | ActivateHighlightOnEachStep = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight") | |
| bool | AlwaysEmissiveHighlight = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight") | |
| EHighlightColor | CurrentHighlight = EHighlightColor::None |
| UPROPERTY() | |
| TArray< FText > | HighlightActiveOnSteps |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight") | |
| bool | IsShowHighlight = true |
| UPROPERTY() | |
| FOnHighlightValueChanged | OnHighlightValueChanged |
| UPROPERTY(BlueprintAssignable) | |
| FTimerHandle | PulseHighlightTimerHandle |
| UPROPERTY(BlueprintReadWrite) | |
| bool | UseIsObjectActiveInsteadOfActiveSteps = false |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight") | |
Protected Member Functions | |
| virtual void | BeginPlay () override |
Private Member Functions | |
| void | ChangeHighlightMaterialColor (const TFunctionRef< FVector()> Color) |
| GENERATED_BODY () | |
| void | PerformPulseHighlight () |
| UFUNCTION() | |
Private Attributes | |
| bool | BlockPulsing = false |
| TMap< EHighlightColor, FLinearColor > | ColorMap |
| float | HighlightTime = 0.0f |
| float | PulseDirection = 0.0f |
Component responsible for managing object highlighting.
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
Definition at line 32 of file HighlightComponent.h.
| UHighlightComponent::UHighlightComponent | ( | ) |
Definition at line 7 of file HighlightComponent.cpp.
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BlueprintCallable |
Activates or deactivates the pulse highlight effect.
| Activate | Indicates whether to activate or deactivate the pulse highlight effect. |
UFUNCTION(BlueprintCallable)
Definition at line 37 of file HighlightComponent.cpp.
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overrideprotectedvirtual |
Definition at line 21 of file HighlightComponent.cpp.
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private |
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private |
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private |
UFUNCTION()
Definition at line 58 of file HighlightComponent.cpp.
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BlueprintCallable |
Updates the highlight color of the object.
| HighlightColor | The color to set as the highlight. |
UFUNCTION(BlueprintCallable)
Definition at line 26 of file HighlightComponent.cpp.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Indicates whether to activate the highlight on each step.
Definition at line 108 of file HighlightComponent.h.
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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 81 of file HighlightComponent.h.
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private |
Definition at line 120 of file HighlightComponent.h.
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private |
Definition at line 117 of file HighlightComponent.h.
| EHighlightColor UHighlightComponent::CurrentHighlight = EHighlightColor::None |
UPROPERTY()
The current highlight color of the object.
Definition at line 65 of file HighlightComponent.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
The steps on which the highlight should be active.
Definition at line 101 of file HighlightComponent.h.
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private |
Definition at line 118 of file HighlightComponent.h.
| bool UHighlightComponent::IsShowHighlight = true |
UPROPERTY()
Indicates whether the highlight should be shown.
Definition at line 69 of file HighlightComponent.h.
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable)
Definition at line 87 of file HighlightComponent.h.
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private |
Definition at line 119 of file HighlightComponent.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The timer handle for the pulse highlight effect.
Definition at line 74 of file HighlightComponent.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Highlight")
Indicates whether to use IsObjectActive instead of ActiveSteps for highlight activation.
Definition at line 94 of file HighlightComponent.h.