20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"General")
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
27 FString Title = "Player Added";
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
29 FString Description = "New Player Added To Game";
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
31 bool bUseSlot = false;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
33 FGameplayTag SlotName;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
35 bool bShowDescription = true;
37 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
38 bool bShowHint = true;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
42 bool bUseCustomClass = false;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
45 bool bUseCustomLife = false;
46 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
47 float LifeDuration = 3.0f;
75 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Radial Menu")
76 FGameplayTag GameplayTag;
77 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Radial
Menu")
78 FString Name = "Option 1";
79 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Radial
Menu")
80 FString Description = "Do Something..";
81 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Radial
Menu")
82 UTexture2D* Icon =
nullptr;
86 return Icon !=
nullptr;
90 explicit FRadialSegmentData(UTexture2D* SegmentIcon, FString SegmentName =
"", FString SegmentDescription =
"")
94 Description = SegmentDescription;
105 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"General")
107 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
108 bool bShowSegmentDescription = true;
109 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
General")
110 bool bCenterDescription = true;
112 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Input")
113 bool bLeftJoystick = false;
115 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors")
116 bool bUseCustomColors = false;
117 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors", meta=(EditCondition="bUseCustomColors"))
118 FLinearColor OuterRingColor = FLinearColor(0.0f,0.25641f, 1.0f);
119 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors", meta=(EditCondition="bUseCustomColors"))
120 FLinearColor InnerRingColor = FLinearColor(0.369792f,0.369792f, 0.369792f);
121 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors", meta=(EditCondition="bUseCustomColors"))
122 FLinearColor RingMainColor = FLinearColor(1.0f,1.0f, 1.0f);
123 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors", meta=(EditCondition="bUseCustomColors"))
124 FLinearColor UnhighlightColor = FLinearColor(0.291667f, 0.291667f, 0.291667f);
126 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Size")
127 bool bUseCustomSize = false;
128 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Colors", meta=(EditCondition="bUseCustomSize"))
129 FVector2D MenuSize = FVector2D(512.0f, 512.0f);
133 return Selections.IsEmpty();
140 explicit FRadialMenuData(
const FName& GameplayTagCategory,
const FString& DataTableLocation)
142 const UDataTable* RadialMenuDataTable = LoadObject<UDataTable>(
nullptr, *DataTableLocation);
143 if (RadialMenuDataTable ==
nullptr)
145 UE_LOG(LogTemp,
Error, TEXT(
"Failed to load Radial Menu DataTable"));
151 for (
const FGameplayTag& Tag : GameplayTags)
155 Tag.GetTagName().ToString().Split(TEXT(
"."),
nullptr, &LastTagPart, ESearchCase::IgnoreCase, ESearchDir::FromEnd);
165 return ExistingRow.Name == Row->Name;
168 Selections.Add(*Row);
172 UE_LOG(LogTemp,
Warning, TEXT(
"Radial Menu created with %d options"), Selections.Num());
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13