23 virtual bool Initialize()
override;
24 virtual void NativeConstruct()
override;
26 void ActorConstruct();
27 virtual void NativeDestruct()
override;
29 UFUNCTION(BlueprintCallable, Category=
"Interaction")
30 void SetPingData(
const FPingData& Ping, AActor* Sender);
31 UFUNCTION(BlueprintImplementableEvent, Category=
"Interaction")
32 void OnReceivePingData(const
FPingData& Ping, const AActor* Sender);
35 UFUNCTION(BlueprintCallable, Category="
Interaction")
36 void SetPingActor(AActor* Actor) {PingActor = Actor;};
38 UFUNCTION(BlueprintCallable, Category=
"Interaction")
39 void SetDistanceText();
42 UFUNCTION(BlueprintCallable, Category="
Interaction")
43 float GetDistance(const
bool bMeters = true) const;
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
47 class UImage* PingIcon;
48 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
49 class UTextBlock* ContextTextBlock;
50 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
51 class UTextBlock* DistanceTextBlock;
53 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Interaction")
54 bool bUseDistance = true;
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Interaction",meta=(EditCondition=bUseDistance))
56 float DistanceUpdateSpeed = 0.5f;
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Interaction")
60 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Interaction")
67 FTimerHandle DistanceTimerHandle;
68 FNumberFormattingOptions NumberFormatOptions;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13