22 virtual bool SaveGame()
override;
23 virtual bool LoadGame()
override;
27 UFUNCTION(BlueprintNativeEvent, Category =
"Base Helpers")
28 void SetGravityEnabledEvent(const
bool bValue);
32 virtual
void BeginPlay() override;
34 void LogDebugError(const FString& Message) const;
35 void LogDebugError(const FString& Message, const int32 Value) const;
36 void LogDebugError(const FString& Message, const
float Value) const;
37 void LogDebugWarning(const FString& Message) const;
38 void LogDebugWarning(const FString& Message, const int32 Value) const;
39 void LogDebugWarning(const FString& Message, const
float Value) const;
41 void LogDebugMessage(const FString& Message, const
bool bWarning = false, const
bool bError = false) const;
42 void LogDebugMessage(const FString& Message, const int32 Value, const
bool bWarning = false, const
bool bError = false) const;
43 void LogDebugMessage(const FString& Message, const
float Value, const
bool bWarning = false, const
bool bError = false) const;
44 void LogDebugMessage(const FString& Message, const
bool bValue, const
bool bWarning, const
bool bError) const;
45 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
47 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Common")
51 FString DisplayName = "Display Name";
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Common|Debugging")
53 bool bDebuggingMode = false;
56 FLogCategoryName CategoryName = LogActorBase.GetCategoryName();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13