27 virtual void ReceiveStartFocus(AActor* Caller);
29 virtual void ReceiveEndFocus(AActor* Caller);
31 virtual void ReceiveOnInteract(AActor* Caller,
const EInteractionType InteractionType);
33 virtual void ReceiveOnEndInteract(AActor* Caller);
35 virtual void ReceiveOnOverlap(AActor* Caller);
37 virtual void ReceiveOnEndOverlap(AActor* Caller);
39 virtual void ReceiveToggleSwitch(AActor* Caller,
const bool bOn);
42 virtual void InteractionDataUpdated();
48 virtual void SetupPlayerInputComponent(
class UInputComponent* PlayerInputComponent)
override;
55 virtual void BeginPlay()
override;
57 virtual bool SaveGame()
override;
58 virtual bool LoadGame()
override;
61 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"Audio")
62 class UAudioReactionComponent* AudioReactionComponent;
63 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Interaction")
64 class UInteractableActorComponent* InteractableActorComponent;
65 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="AI")
66 class UAIPerceptionStimuliSourceComponent* PerceptionStimuliComponent;
68 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Debugging")
69 bool bDebuggingMode = false;
72 UFUNCTION(BlueprintNativeEvent, Category = "
Interaction")
73 FVector GetCustomInteractionLocation() const;
75 void LogDebugError(const FString& Message) const;
76 void LogDebugError(const FString& Message, const int32 Value) const;
77 void LogDebugError(const FString& Message, const
float Value) const;
78 void LogDebugWarning(const FString& Message) const;
79 void LogDebugWarning(const FString& Message, const int32 Value) const;
80 void LogDebugWarning(const FString& Message, const
float Value) const;
82 void LogDebugMessage(const FString& Message, const
bool bWarning = false, const
bool bError = false) const;
83 void LogDebugMessage(const FString& Message, const int32 Value, const
bool bWarning = false, const
bool bError = false) const;
84 void LogDebugMessage(const FString& Message, const
float Value, const
bool bWarning = false, const
bool bError = false) const;
85 void LogDebugMessage(const FString& Message, const
bool bValue, const
bool bWarning, const
bool bError) const;
86 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
88 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
91 FLogCategoryName CategoryName = LogInteractablePawn.GetCategoryName();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13