19 virtual bool Initialize()
override;
21 virtual void NativeConstruct()
override;
25 UFUNCTION(BlueprintCallable, Category=
"Interaction")
26 void SetInteractionText(
const FString& Key =
"[E]",
const FString& InteractionType =
"Open",
const FString& Name =
"Door")
const;
27 UFUNCTION(BlueprintCallable, Category=
"Interaction")
28 void ClearInteractionText()
const;
30 UFUNCTION(BlueprintCallable, Category=
"Interaction")
31 void SetSelected(
const bool bValue);
32 UFUNCTION(BlueprintImplementableEvent, Category=
"Interaction")
33 void OnSelected(const
bool bValue);
35 UFUNCTION(BlueprintCallable, Category="
Interaction")
36 void SetHasProgress(const
bool bValue) const;
37 UFUNCTION(BlueprintCallable, Category="
Interaction")
38 void SetAvailable(const
bool bValue);
40 virtual
void StartSelection(const
float Time);
41 virtual
void StopSelection();
42 UFUNCTION(BlueprintImplementableEvent, Category="
Interaction")
43 void OnStartSelection(const
float Time);
44 UFUNCTION(BlueprintImplementableEvent, Category="
Interaction")
45 void OnStopSelection();
49 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Interaction")
51 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Interaction")
52 bool bIsSelected = false;
54 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
55 class UButton* ButtonOverlay;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
59 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Interaction")
60 class UTextBlock* ContextTextBlock;
62 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Button Prompt")
63 bool bAvailable = true;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13