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SlotWidget.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 "GameplayTagContainer.h"
7#include "Blueprint/UserWidget.h"
8#include "SlotWidget.generated.h"
9
10class UOverlay;
14UCLASS()
15class BASEHELPERS_API USlotWidget : public UUserWidget
16{
17 GENERATED_BODY()
18
19public:
20 // GameplayTag to identify which slot this is
21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Slot|General")
22 FGameplayTag SlotTag;
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Slot|General")
24 FName DisplayName = "Name";
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Slot|General")
26 bool bSingleItemInSlot = false;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Slot|General")
28 TEnumAsByte<EHorizontalAlignment> SlotHAlignment = HAlign_Fill;
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Slot|General")
30 TEnumAsByte<EVerticalAlignment> SlotVAlignment = VAlign_Fill;
31
32
33 // The container that will hold the widget for this slot
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Slot|Widget", meta=(BindWidget))
35 UOverlay* SlotOverlay;
36
37 // Adds a widget to the slot
38 UFUNCTION(BlueprintCallable, Category="Slot")
39 void AddWidgetToSlot(UUserWidget* Widget, const bool bClearWidgets) const;
40
41
42protected:
43 virtual bool Initialize() override;
44
45};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition SlotWidget.h:16