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ScreenFacingWidgetComponent.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Components/WidgetComponent.h"
7#include "ScreenFacingWidgetComponent.generated.h"
8
9
10DECLARE_LOG_CATEGORY_CLASS(LogScreenFacingWidget, Display, All);
11
12
13UCLASS(Blueprintable, ClassGroup=(BucciGames), hidecategories=(Object,Activation,"Components|Activation",Sockets,Base,Lighting,LOD,Mesh), editinlinenew, meta=(BlueprintSpawnableComponent) )
14class BASEHELPERS_API UScreenFacingWidgetComponent : public UWidgetComponent
15{
16 GENERATED_BODY()
17
18public:
19
20 UScreenFacingWidgetComponent();
21
22 UFUNCTION(BlueprintCallable, Category="Widget")
23 virtual void SetCollapsed(const bool bCollapsed = true);
24
25 UFUNCTION(BlueprintCallable, Category="Widget")
26 void SetOwnerPlayerFromController(APlayerController* PlayerController);
27
28 UFUNCTION(BlueprintCallable, Category="Widget")
29 void SetOwnerPlayerFromPawn(APawn* PlayerPawn);
30
31protected:
32
33 virtual void BeginPlay() override;
34
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Widget")
36 bool bStartCollapsed = false;
37
38 void LogDebugError(const FString& Message) const;
39 void LogDebugError(const FString& Message, const int32 Value) const;
40 void LogDebugError(const FString& Message, const float Value) const;
41 void LogDebugWarning(const FString& Message) const;
42 void LogDebugWarning(const FString& Message, const int32 Value) const;
43 void LogDebugWarning(const FString& Message, const float Value) const;
44
45 void LogDebugMessage(const FString& Message, const bool bWarning = false, const bool bError = false) const;
46 void LogDebugMessage(const FString& Message, const int32 Value, const bool bWarning = false, const bool bError = false) const;
47 void LogDebugMessage(const FString& Message, const float Value, const bool bWarning = false, const bool bError = false) const;
48 void LogDebugMessage(const FString& Message, const bool bValue, const bool bWarning, const bool bError) const;
49 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
50
51 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
52
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Character|Debugging")
54 bool bDebuggingMode = false;
55
56
57private:
58 FLogCategoryName CategoryName = LogScreenFacingWidget.GetCategoryName();
59
60
61 UPROPERTY()
62 UMaterialInterface* ScreenSpace;
63};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
DECLARE_LOG_CATEGORY_CLASS(LogScreenFacingWidget, Display, All)