21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Slot|General")
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;
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Slot|Widget", meta=(BindWidget))
35 UOverlay* SlotOverlay;
38 UFUNCTION(BlueprintCallable, Category="Slot")
39 void AddWidgetToSlot(UUserWidget* Widget, const
bool bClearWidgets) const;
43 virtual
bool Initialize() override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13