|
|
A Demo Project for the UnrealEngineSDK
|
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 |
| 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.
|
overridevirtual |
|
BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Story|Script")
Execute story script that is specified for this active step
Definition at line 40 of file StoryComponent.cpp.
|
private |
|
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 60 of file StoryComponent.cpp.
|
private |
Called when a new substep is reached in the story.
| NewSubStep | The new substep that was reached. |
UFUNCTION()
Definition at line 104 of file StoryComponent.cpp.
|
private |
Called when the story is loaded.
UFUNCTION()
Definition at line 148 of file StoryComponent.cpp.
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The currently active step in the story.
Definition at line 66 of file StoryComponent.h.
|
BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
The active steps for actor in the story.
Definition at line 35 of file StoryComponent.h.
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
The currently active substep in the story.
Definition at line 72 of file StoryComponent.h.
|
BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
The active substeps for actor in the story.
Definition at line 42 of file StoryComponent.h.
|
BlueprintReadOnly |
UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
Reference to the game manager.
Definition at line 60 of file StoryComponent.h.
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
Flag indicating whether the actor is active on current step.
Definition at line 48 of file StoryComponent.h.
|
BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite)
Reference to the story manager.
Definition at line 54 of file StoryComponent.h.