20 virtual bool Initialize()
override;
21 virtual void NativePreConstruct()
override;
22 virtual void NativeConstruct()
override;
24 virtual void NativeOnMouseEnter(
const FGeometry& InGeometry,
const FPointerEvent& InMouseEvent)
override;
25 virtual void NativeOnAddedToFocusPath(
const FFocusEvent& InFocusEvent)
override;
26 virtual void NativeOnRemovedFromFocusPath(
const FFocusEvent& InFocusEvent)
override;
27 virtual void NativeOnMouseLeave(
const FPointerEvent& InMouseEvent)
override;
29 UPROPERTY(BlueprintAssignable, Category=
"Menu System")
30 FOnSelectionButtonClicked OnSelectionButtonClicked;
32 UFUNCTION(BlueprintCallable, Category="
Menu System")
33 void SetButtonText(FString Text) const;
35 UFUNCTION(BlueprintCallable, Category="
Menu System")
36 void SetButtonFocus() const;
37 UFUNCTION(BlueprintPure, Category="
Menu System")
38 bool GetIsFocused()
const{
return MainButton->HasAnyUserFocus();};
40 UFUNCTION(BlueprintCallable, Category=
"Menu System")
41 void SetButtonIndex(const int32 Index){ButtonIndex = Index;};
42 UFUNCTION(BlueprintPure, Category=
"Menu System")
43 int32 GetButtonIndex()
const {
return ButtonIndex;};
45 UFUNCTION(BlueprintCallable, Category=
"Menu System")
46 void SetTempDisabled(const
bool bValue = true);
47 UFUNCTION(BlueprintCallable, Category="
Menu System")
48 void SetDisabled(const
bool bValue = true){bDisabled = bValue;};
49 UFUNCTION(BlueprintPure, Category=
"Menu System")
50 bool GetIsDisabled()
const {
return bDisabled;};
52 UFUNCTION(BlueprintImplementableEvent, Category=
"Menu System")
53 void PlaySelectionAnimation(
bool bForward);
56 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Menu System|Button")
57 class UButton* MainButton =
nullptr;
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Menu System|Button")
59 class UTextBlock* ButtonTextBlock =
nullptr;
60 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget), Category="
Menu System|Button")
67 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
68 FName SelectInputName = "Confirm";
69 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
70 FButtonStyle MouseStyle;
71 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
72 FButtonStyle KeySelected;
73 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
74 FButtonStyle KeyNotSelected;
76 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
77 bool bDisabled = false;
79 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Menu System|Button")
80 int32 ButtonIndex = 0;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13