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AOpenableDoorActor Class Reference

#include <OpenableDoorActor.h>

Inheritance diagram for AOpenableDoorActor:
AInteractableActor AActorBase IBaseInterface ISaveLoad ADestructibleOpenableDoorActor ADoubleDoorActor

Public Member Functions

 AOpenableDoorActor ()
 
virtual void OpenDoor (const bool bOpen)
 
virtual void DisableDoor (const bool bDisable=true)
 
virtual void SetStatusMaterial (UPrimitiveComponent *StatusComponent)
 
bool GetIsDoorOpen () const
 
bool GetIsDoorMoving () const
 
void OnDoorOpened ()
 
void OnDoorClosed ()
 
void OnDoorOpenedComplete ()
 
void OnDoorClosedComplete ()
 
void OnDoorLocked (const bool bValue)
 
void SetDoorLocked (const bool bValue)
 
bool GetIsDoorLocked () const
 
- Public Member Functions inherited from AInteractableActor
 AInteractableActor ()
 
virtual void ReceiveStartFocus (AActor *Caller)
 
virtual void ReceiveEndFocus (AActor *Caller)
 
virtual void ReceiveOnEndInteract (AActor *Caller)
 
virtual void ReceiveOnOverlap (AActor *Caller)
 
virtual void ReceiveOnEndOverlap (AActor *Caller)
 
- Public Member Functions inherited from AActorBase
 AActorBase ()
 
virtual bool SaveGame () override
 
virtual bool LoadGame () override
 
void SetGravityEnabledEvent (const bool bValue)
 

Public Attributes

FOnDoorOpened OnDoorOpenedDelegate
 
int32 Index = 0
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual void OnConstruction (const FTransform &Transform) override
 
virtual void ReceiveOnInteract (AActor *Caller, const EInteractionType InteractionType) override
 
virtual void ReceiveToggleSwitch (AActor *Caller, const bool bOn) override
 
virtual void OpenDoorInstantly ()
 
virtual void OpenDoorInstantly (const bool bOpen)
 
void OnDoorOpenReplicated ()
 
void OnLockedReplicated ()
 
- Protected Member Functions inherited from AInteractableActor
virtual void Tick (float DeltaTime) override
 
virtual void SetMeshOutline (const bool bValue)
 
- Protected Member Functions inherited from AActorBase
void LogDebugError (const FString &Message) const
 
void LogDebugError (const FString &Message, const int32 Value) const
 
void LogDebugError (const FString &Message, const float Value) const
 
void LogDebugWarning (const FString &Message) const
 
void LogDebugWarning (const FString &Message, const int32 Value) const
 
void LogDebugWarning (const FString &Message, const float Value) const
 
void LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const
 
void LogDebugMessage (const FString &Message, const int32 Value, const bool bWarning=false, const bool bError=false) const
 
void LogDebugMessage (const FString &Message, const float Value, const bool bWarning=false, const bool bError=false) const
 
void LogDebugMessage (const FString &Message, const bool bValue, const bool bWarning, const bool bError) const
 
void LogOnScreenMessage (const int32 Key, const FString &Message, FColor Color=FColor::Green) const
 
void SetCategoryName (const FLogCategoryBase &Category)
 

Protected Attributes

USceneComponent * RootSceneComponent
 
UStaticMeshComponent * MainDoorComponent
 
class UBoxComponent * BoxComponent
 
bool bHasSwitch = false
 
bool bIsAutomatic = true
 
bool bStartOpen = false
 
UMaterialInstance * StatusMaterial = nullptr
 
UMaterialInstanceDynamic * DynamicMaterial = nullptr
 
FLinearColor LockedColor = FLinearColor::Red
 
FLinearColor UnlockedColor = FLinearColor::Green
 
FLinearColor BrokenColor = FLinearColor::Yellow
 
FName MaterialParamName = "Color"
 
bool bEaseIn = false
 
bool bEaseOut = false
 
float TimeToOpen = 1.0f
 
USoundBase * DoorOpenSound = nullptr
 
bool bPlayingSound = false
 
bool bLockable = false
 
bool bLocked = false
 
FVector TargetLocation
 
FRotator TargetRotation
 
bool bDoorBroken = false
 
bool bDoorOpen = false
 
bool bDoorMoving = false
 
- Protected Attributes inherited from AInteractableActor
class UInteractableActorComponent * InteractableActorComponent
 
class UAudioReactionComponent * AudioReactionComponent
 
class UAIPerceptionStimuliSourceComponent * PerceptionStimuliComponent
 
- Protected Attributes inherited from AActorBase
FString DisplayName = "Display Name"
 
bool bDebuggingMode = false
 

Private Member Functions

void OnBoxBeginOverlap (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &HitResult)
 
void OnBoxEndOverlap (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, int32 OtherBodyIndex)
 
void OnMainDoorOpened ()
 
void OnMainDoorClosed ()
 
void OpenMainDoor ()
 
void CloseMainDoor ()
 
void MoveDoor (const bool bOpen)
 
FLinearColor GetStatusColor () const
 
void UpdateStatusMaterial () const
 

Private Attributes

FVector MainDoorStartLocation
 
FRotator MainDoorStartRotation
 
FTimerHandle RetryMainDoorOpen
 
FTimerHandle RetryMainDoorClose
 

Constructor & Destructor Documentation

◆ AOpenableDoorActor()

AOpenableDoorActor::AOpenableDoorActor ( )
16{
17 RootSceneComponent = CreateDefaultSubobject<USceneComponent>("Root Component");
18 SetRootComponent(RootSceneComponent);
19
20 MainDoorComponent = CreateDefaultSubobject<UStaticMeshComponent>("Main Door");
21 MainDoorComponent->SetupAttachment(RootComponent);
22
23 BoxComponent = CreateDefaultSubobject<UBoxComponent>("Box Collision");
24 BoxComponent->SetupAttachment(RootComponent);
25
26 BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AOpenableDoorActor::OnBoxBeginOverlap);
27 BoxComponent->OnComponentEndOverlap.AddDynamic(this, &AOpenableDoorActor::OnBoxEndOverlap);
28
30 InteractableActorComponent->InteractionData.InteractionTypes.Add(FInteractionType(EInteractionType::Close, true));
31 InteractableActorComponent->InteractionData.InteractionTypes.Add(FInteractionType("Locked", false));
32 bReplicates = true;
33 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Open);
34}
class UInteractableActorComponent * InteractableActorComponent
Definition InteractableActor.h:63
USceneComponent * RootSceneComponent
Definition OpenableDoorActor.h:74
UStaticMeshComponent * MainDoorComponent
Definition OpenableDoorActor.h:76
void OnBoxEndOverlap(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, int32 OtherBodyIndex)
Definition OpenableDoorActor.cpp:332
class UBoxComponent * BoxComponent
Definition OpenableDoorActor.h:80
void OnBoxBeginOverlap(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &HitResult)
Definition OpenableDoorActor.cpp:202
Definition BaseData.h:420
Definition BaseData.h:333

Member Function Documentation

◆ BeginPlay()

void AOpenableDoorActor::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AInteractableActor.

Reimplemented in ADoubleDoorActor.

56{
57 Super::BeginPlay();
58 if(InteractableActorComponent == nullptr){return;}
60 {
61 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::None);
62 }
64 {
65 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Open);
66 }
67 if(HasAuthority())
68 {
69 MainDoorStartLocation = MainDoorComponent->GetRelativeLocation();
70 MainDoorStartRotation = MainDoorComponent->GetRelativeRotation();
72 if(bStartOpen)
73 {
74 OnDoorOpenedDelegate.Broadcast(Index, true);
75 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Close);
77 }
78 if(bLocked)
79 {
80 InteractableActorComponent->InteractionData.SetOnlyInteractionVisible("Locked");
81 }
82 }
83}
bool bHasSwitch
Definition OpenableDoorActor.h:85
int32 Index
Definition OpenableDoorActor.h:58
virtual void OpenDoorInstantly()
Definition OpenableDoorActor.cpp:257
bool bIsAutomatic
Definition OpenableDoorActor.h:87
bool bDoorOpen
Definition OpenableDoorActor.h:131
FOnDoorOpened OnDoorOpenedDelegate
Definition OpenableDoorActor.h:24
FRotator MainDoorStartRotation
Definition OpenableDoorActor.h:160
bool bStartOpen
Definition OpenableDoorActor.h:89
bool bLocked
Definition OpenableDoorActor.h:119
FVector MainDoorStartLocation
Definition OpenableDoorActor.h:158

◆ CloseMainDoor()

void AOpenableDoorActor::CloseMainDoor ( )
private
251{
252 if(bDoorMoving){return;}
253 GetWorld()->GetTimerManager().ClearTimer(RetryMainDoorClose);
254 MoveDoor(false);
255}
bool bDoorMoving
Definition OpenableDoorActor.h:133
void MoveDoor(const bool bOpen)
Definition OpenableDoorActor.cpp:287
FTimerHandle RetryMainDoorClose
Definition OpenableDoorActor.h:164

◆ DisableDoor()

void AOpenableDoorActor::DisableDoor ( const bool bDisable = true)
virtual

Reimplemented in ADoubleDoorActor.

341{
342 bDoorBroken = bDisable;
343}
bool bDoorBroken
Definition OpenableDoorActor.h:129

◆ GetIsDoorLocked()

bool AOpenableDoorActor::GetIsDoorLocked ( ) const
inline
54{return bLocked;};

◆ GetIsDoorMoving()

bool AOpenableDoorActor::GetIsDoorMoving ( ) const
inline
37{return bDoorMoving;};

◆ GetIsDoorOpen()

bool AOpenableDoorActor::GetIsDoorOpen ( ) const
inline
35{return bDoorOpen;};

◆ GetStatusColor()

FLinearColor AOpenableDoorActor::GetStatusColor ( ) const
private
312{
313 if(bDoorBroken)
314 {
315 return BrokenColor;
316 }
317 if(bLocked)
318 {
319 return LockedColor;
320 }
321 return UnlockedColor;
322}
FLinearColor LockedColor
Definition OpenableDoorActor.h:95
FLinearColor UnlockedColor
Definition OpenableDoorActor.h:97
FLinearColor BrokenColor
Definition OpenableDoorActor.h:99

◆ MoveDoor()

void AOpenableDoorActor::MoveDoor ( const bool bOpen)
private
288{
289 FLatentActionInfo Info;
290 Info.CallbackTarget = this;
291 Info.Linkage = 0;
292 if(bOpen)
293 {
294 Info.ExecutionFunction = FName("OnMainDoorOpened");
295 Info.UUID = 123;
296 UKismetSystemLibrary::MoveComponentTo(MainDoorComponent, MainDoorStartLocation + TargetLocation,
299 true, EMoveComponentAction::Move, Info);
300 }
301 else
302 {
303 Info.ExecutionFunction = FName("OnMainDoorClosed");
304 Info.UUID = 124;
305 UKismetSystemLibrary::MoveComponentTo(MainDoorComponent, MainDoorStartLocation, MainDoorStartRotation,
307 true, EMoveComponentAction::Move, Info);
308 }
309}
float TimeToOpen
Definition OpenableDoorActor.h:109
bool bEaseOut
Definition OpenableDoorActor.h:106
FVector TargetLocation
Definition OpenableDoorActor.h:123
FRotator TargetRotation
Definition OpenableDoorActor.h:125
bool bEaseIn
Definition OpenableDoorActor.h:104

◆ OnBoxBeginOverlap()

void AOpenableDoorActor::OnBoxBeginOverlap ( UPrimitiveComponent * OverlappedComponent,
AActor * OtherActor,
UPrimitiveComponent * OtherComponent,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult & HitResult )
private
204{
205 if(!bIsAutomatic){return;}
206 if(OtherActor == this){return;}
207 OpenDoor(true);
208}
virtual void OpenDoor(const bool bOpen)
Definition OpenableDoorActor.cpp:142

◆ OnBoxEndOverlap()

void AOpenableDoorActor::OnBoxEndOverlap ( UPrimitiveComponent * OverlappedComponent,
AActor * OtherActor,
UPrimitiveComponent * OtherComponent,
int32 OtherBodyIndex )
private
334{
335 if(!bIsAutomatic){return;}
336 if(OtherActor == this){return;}
337 OpenDoor(false);
338}

◆ OnConstruction()

void AOpenableDoorActor::OnConstruction ( const FTransform & Transform)
overrideprotectedvirtual

Reimplemented in ADoubleDoorActor.

45{
46 Super::OnConstruction(Transform);
47 if(MainDoorComponent == nullptr){return;}
48 if(bReplicates != MainDoorComponent->GetIsReplicated())
49 {
50 MainDoorComponent->SetIsReplicated(bReplicates);
51 }
52}

◆ OnDoorClosed()

void AOpenableDoorActor::OnDoorClosed ( )

◆ OnDoorClosedComplete()

void AOpenableDoorActor::OnDoorClosedComplete ( )

◆ OnDoorLocked()

void AOpenableDoorActor::OnDoorLocked ( const bool bValue)

◆ OnDoorOpened()

void AOpenableDoorActor::OnDoorOpened ( )

◆ OnDoorOpenedComplete()

void AOpenableDoorActor::OnDoorOpenedComplete ( )

◆ OnDoorOpenReplicated()

void AOpenableDoorActor::OnDoorOpenReplicated ( )
protected
176{
177 //- Need to check if the Door is in the correct location //
179}

◆ OnLockedReplicated()

void AOpenableDoorActor::OnLockedReplicated ( )
protected
182{
183 if(InteractableActorComponent == nullptr){return;}
185 if(bLocked)
186 {
187 InteractableActorComponent->InteractionData.SetOnlyInteractionVisible("Locked");
188 }
189 else
190 {
191 if(bDoorOpen)
192 {
193 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Open);
194 }
195 else
196 {
197 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Close);
198 }
199 }
200}
void UpdateStatusMaterial() const
Definition OpenableDoorActor.cpp:324

◆ OnMainDoorClosed()

void AOpenableDoorActor::OnMainDoorClosed ( )
private
228{
230 {
231 UE_LOG(LogDoors,Warning,TEXT("Door Closed: %s"), *GetHumanReadableName());
232 }
233 if(HasAuthority())
234 {
235 bDoorOpen = false;
236 }
237 bDoorMoving = false;
238 bPlayingSound = false;
240}
bool bDebuggingMode
Definition ActorBase.h:53
bool bPlayingSound
Definition OpenableDoorActor.h:114
void OnDoorClosedComplete()

◆ OnMainDoorOpened()

void AOpenableDoorActor::OnMainDoorOpened ( )
private
213{
215 {
216 UE_LOG(LogDoors,Warning,TEXT("Door opened: %s"), *GetHumanReadableName());
217 }
218 if(HasAuthority())
219 {
220 bDoorOpen = true;
221 }
222 bDoorMoving = false;
223 bPlayingSound = false;
225}
void OnDoorOpenedComplete()

◆ OpenDoor()

void AOpenableDoorActor::OpenDoor ( const bool bOpen)
virtual

Reimplemented in ADoubleDoorActor.

143{
144 //- Open Doors //
145 if(HasAuthority() == false){return;}
146 if(bDoorBroken){return;}
147 if(bOpen)
148 {
149 if(bDoorMoving)
150 {
151 GetWorld()->GetTimerManager().SetTimer(RetryMainDoorOpen, this, &AOpenableDoorActor::OpenMainDoor, 0.55f, true, 0.25f);
152 }
153 else
154 {
155 bDoorMoving = true;
156 MoveDoor(true);
157 }
158 }
159 //- Close doors //
160 else
161 {
162 if(bDoorMoving)
163 {
164 GetWorld()->GetTimerManager().SetTimer(RetryMainDoorClose, this, &AOpenableDoorActor::CloseMainDoor, 0.55f, true, 0.25f);
165 }
166 else
167 {
168 bDoorMoving = true;
169 MoveDoor(false);
170 }
171 }
172}
FTimerHandle RetryMainDoorOpen
Definition OpenableDoorActor.h:163
void OpenMainDoor()
Definition OpenableDoorActor.cpp:243
void CloseMainDoor()
Definition OpenableDoorActor.cpp:250

◆ OpenDoorInstantly() [1/2]

void AOpenableDoorActor::OpenDoorInstantly ( )
protectedvirtual

Reimplemented in ADoubleDoorActor.

258{
259 FLatentActionInfo Info;
260 Info.CallbackTarget = this;
261 Info.Linkage = 0;
262 Info.ExecutionFunction = FName("OnMainDoorOpened");
263 Info.UUID = 123;
264 UKismetSystemLibrary::MoveComponentTo(MainDoorComponent, MainDoorStartLocation + TargetLocation,
266 bEaseOut, bEaseIn, 0.01f,
267 true, EMoveComponentAction::Move, Info);
268}

◆ OpenDoorInstantly() [2/2]

void AOpenableDoorActor::OpenDoorInstantly ( const bool bOpen)
protectedvirtual
271{
272 if(bOpen)
273 {
275 return;
276 }
277 FLatentActionInfo Info;
278 Info.CallbackTarget = this;
279 Info.Linkage = 0;
280 Info.ExecutionFunction = FName("OnMainDoorClosed");
281 Info.UUID = 124;
282 UKismetSystemLibrary::MoveComponentTo(MainDoorComponent, MainDoorStartLocation, MainDoorStartRotation,
284 true, EMoveComponentAction::Move, Info);
285}

◆ OpenMainDoor()

void AOpenableDoorActor::OpenMainDoor ( )
private
244{
245 if(bDoorMoving){return;}
246 GetWorld()->GetTimerManager().ClearTimer(RetryMainDoorOpen);
247 MoveDoor(true);
248}

◆ ReceiveOnInteract()

void AOpenableDoorActor::ReceiveOnInteract ( AActor * Caller,
const EInteractionType InteractionType )
overrideprotectedvirtual

Reimplemented from AInteractableActor.

86{
87 if(InteractableActorComponent == nullptr){return;}
88 if(bLocked){return;}
89 Super::ReceiveOnInteract(Caller, InteractionType);
91 {
93 if(bDoorOpen)
94 {
95 OnDoorOpenedDelegate.Broadcast(Index ,false);
96 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Open);
98 }
99 else
100 {
101 OnDoorOpenedDelegate.Broadcast(Index, true);
102 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Close);
103 OnDoorOpened();
104 }
105 }
106 InteractableActorComponent->UpdateInteractionData();
107 if(bPlayingSound == false && DoorOpenSound != nullptr)
108 {
109 UGameplayStatics::PlaySoundAtLocation(this, DoorOpenSound, RootSceneComponent->GetComponentLocation());
110 bPlayingSound = true;
111 }
112}
USoundBase * DoorOpenSound
Definition OpenableDoorActor.h:112

◆ ReceiveToggleSwitch()

void AOpenableDoorActor::ReceiveToggleSwitch ( AActor * Caller,
const bool bOn )
overrideprotectedvirtual

Reimplemented from AInteractableActor.

115{
116 Super::ReceiveToggleSwitch(Caller, bOn);
117 if(InteractableActorComponent == nullptr){return;}
118 if(bLockable)
119 {
120 SetDoorLocked(!bOn);
121 }
122 if(bHasSwitch)
123 {
124 OpenDoor(bOn);
125 if(bOn)
126 {
127 OnDoorOpenedDelegate.Broadcast(Index, true);
128 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Close);
129 OnDoorOpened();
130 }
131 else
132 {
133 OnDoorOpenedDelegate.Broadcast(Index, false);
134 InteractableActorComponent->InteractionData.SetDefault(EInteractionType::Open);
135 OnDoorClosed();
136 }
137 }
138 InteractableActorComponent->UpdateInteractionData();
140}
bool bLockable
Definition OpenableDoorActor.h:117
void SetDoorLocked(const bool bValue)
Definition OpenableDoorActor.cpp:36

◆ SetDoorLocked()

void AOpenableDoorActor::SetDoorLocked ( const bool bValue)
37{
38 bLocked = bValue;
42}
void OnLockedReplicated()
Definition OpenableDoorActor.cpp:181
void OnDoorLocked(const bool bValue)

◆ SetStatusMaterial()

void AOpenableDoorActor::SetStatusMaterial ( UPrimitiveComponent * StatusComponent)
virtual
346{
347 if(StatusComponent == nullptr || StatusMaterial == nullptr){return;}
348 if(DynamicMaterial == nullptr)
349 {
350 DynamicMaterial = StatusComponent->CreateDynamicMaterialInstance(0, StatusMaterial);
351 }
352 else
353 {
354 StatusComponent->SetMaterial(0, DynamicMaterial);
355 }
357}
UMaterialInstance * StatusMaterial
Definition OpenableDoorActor.h:91
UMaterialInstanceDynamic * DynamicMaterial
Definition OpenableDoorActor.h:93

◆ UpdateStatusMaterial()

void AOpenableDoorActor::UpdateStatusMaterial ( ) const
private
325{
326 if(DynamicMaterial != nullptr)
327 {
328 DynamicMaterial->SetVectorParameterValue(MaterialParamName, GetStatusColor());
329 }
330}
FName MaterialParamName
Definition OpenableDoorActor.h:101
FLinearColor GetStatusColor() const
Definition OpenableDoorActor.cpp:311

Member Data Documentation

◆ bDoorBroken

bool AOpenableDoorActor::bDoorBroken = false
protected

◆ bDoorMoving

bool AOpenableDoorActor::bDoorMoving = false
protected

◆ bDoorOpen

bool AOpenableDoorActor::bDoorOpen = false
protected

◆ bEaseIn

bool AOpenableDoorActor::bEaseIn = false
protected

◆ bEaseOut

bool AOpenableDoorActor::bEaseOut = false
protected

◆ bHasSwitch

bool AOpenableDoorActor::bHasSwitch = false
protected

◆ bIsAutomatic

bool AOpenableDoorActor::bIsAutomatic = true
protected

◆ bLockable

bool AOpenableDoorActor::bLockable = false
protected

◆ bLocked

bool AOpenableDoorActor::bLocked = false
protected

◆ BoxComponent

class UBoxComponent* AOpenableDoorActor::BoxComponent
protected

◆ bPlayingSound

bool AOpenableDoorActor::bPlayingSound = false
protected

◆ BrokenColor

FLinearColor AOpenableDoorActor::BrokenColor = FLinearColor::Yellow
protected

◆ bStartOpen

bool AOpenableDoorActor::bStartOpen = false
protected

◆ DoorOpenSound

USoundBase* AOpenableDoorActor::DoorOpenSound = nullptr
protected

◆ DynamicMaterial

UMaterialInstanceDynamic* AOpenableDoorActor::DynamicMaterial = nullptr
protected

◆ Index

int32 AOpenableDoorActor::Index = 0

◆ LockedColor

FLinearColor AOpenableDoorActor::LockedColor = FLinearColor::Red
protected

◆ MainDoorComponent

UStaticMeshComponent* AOpenableDoorActor::MainDoorComponent
protected

◆ MainDoorStartLocation

FVector AOpenableDoorActor::MainDoorStartLocation
private

◆ MainDoorStartRotation

FRotator AOpenableDoorActor::MainDoorStartRotation
private

◆ MaterialParamName

FName AOpenableDoorActor::MaterialParamName = "Color"
protected

◆ OnDoorOpenedDelegate

FOnDoorOpened AOpenableDoorActor::OnDoorOpenedDelegate

◆ RetryMainDoorClose

FTimerHandle AOpenableDoorActor::RetryMainDoorClose
private

◆ RetryMainDoorOpen

FTimerHandle AOpenableDoorActor::RetryMainDoorOpen
private

◆ RootSceneComponent

USceneComponent* AOpenableDoorActor::RootSceneComponent
protected

◆ StatusMaterial

UMaterialInstance* AOpenableDoorActor::StatusMaterial = nullptr
protected

◆ TargetLocation

FVector AOpenableDoorActor::TargetLocation
protected

◆ TargetRotation

FRotator AOpenableDoorActor::TargetRotation
protected

◆ TimeToOpen

float AOpenableDoorActor::TimeToOpen = 1.0f
protected

◆ UnlockedColor

FLinearColor AOpenableDoorActor::UnlockedColor = FLinearColor::Green
protected

The documentation for this class was generated from the following files: