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IInteractionInterface Class Referenceabstract

#include <InteractionInterface.h>

Public Member Functions

virtual void OnInteract (AActor *Caller, const int32 SelectedInteraction=0)=0
 
virtual void OnEndInteract (AActor *Caller)=0
 
virtual bool OnOverlap (AActor *Caller)=0
 
virtual void OnEndOverlap (AActor *Caller)=0
 
virtual void StartFocus (AActor *Caller)=0
 
virtual void EndFocus (AActor *Caller)=0
 
virtual void ToggleSwitch (AActor *Caller, const bool bOn)=0
 
virtual bool GetLoseFocusAfterInteract () const
 
virtual FVector GetInteractionLocation () const =0
 
virtual float GetAimAssistInfluence () const
 
virtual FInteractionDataGetInteractionData ()=0
 
virtual void InteractionDataUpdated () const
 
virtual void UpdateInteractionData ()
 
virtual UPrimitiveComponent * GetGrabComponent () const =0
 
virtual void SetOnlyInteractionVisible (const EInteractionType Interaction)
 
virtual bool SetInteractionHidden (const EInteractionType Interaction, const bool bValue)
 
virtual bool SetInteractionAvailable (const EInteractionType Interaction, const bool bValue)
 
virtual bool SetInteractionHold (const EInteractionType Interaction, const bool bValue)
 
virtual TArray< FInteractionTypeGetVisibleInteractions ()
 
virtual bool GetInteraction (FInteractionType &Type, const EInteractionType Interaction)
 
virtual bool GetDefaultInteraction (FInteractionType &Type)
 

Member Function Documentation

◆ EndFocus()

virtual void IInteractionInterface::EndFocus ( AActor * Caller)
pure virtual

◆ GetAimAssistInfluence()

virtual float IInteractionInterface::GetAimAssistInfluence ( ) const
inlinevirtual
51{return 0.0f;};

◆ GetDefaultInteraction()

virtual bool IInteractionInterface::GetDefaultInteraction ( FInteractionType & Type)
inlinevirtual
113 {
116 }
virtual void UpdateInteractionData()
Definition InteractionInterface.h:59
virtual FInteractionData & GetInteractionData()=0
bool GetDefaultInteraction(FInteractionType &Default) const
Definition BaseData.h:473

◆ GetGrabComponent()

virtual UPrimitiveComponent * IInteractionInterface::GetGrabComponent ( ) const
pure virtual

◆ GetInteraction()

virtual bool IInteractionInterface::GetInteraction ( FInteractionType & Type,
const EInteractionType Interaction )
inlinevirtual
108 {
110 };
Definition Interaction.Build.cs:6
bool GetInteraction(FInteractionType &Type, const EInteractionType Interaction) const
Definition BaseData.h:483

◆ GetInteractionData()

virtual FInteractionData & IInteractionInterface::GetInteractionData ( )
pure virtual

◆ GetInteractionLocation()

virtual FVector IInteractionInterface::GetInteractionLocation ( ) const
pure virtual

◆ GetLoseFocusAfterInteract()

virtual bool IInteractionInterface::GetLoseFocusAfterInteract ( ) const
inlinevirtual
45{return false;};

◆ GetVisibleInteractions()

virtual TArray< FInteractionType > IInteractionInterface::GetVisibleInteractions ( )
inlinevirtual
101 {
102 TArray<FInteractionType> Types;
104 };
TArray< FInteractionType > GetVisibleInteractions() const
Definition BaseData.h:556

◆ InteractionDataUpdated()

virtual void IInteractionInterface::InteractionDataUpdated ( ) const
inlinevirtual
57{};

◆ OnEndInteract()

virtual void IInteractionInterface::OnEndInteract ( AActor * Caller)
pure virtual

Complete is if Progress was Completed

◆ OnEndOverlap()

virtual void IInteractionInterface::OnEndOverlap ( AActor * Caller)
pure virtual

◆ OnInteract()

virtual void IInteractionInterface::OnInteract ( AActor * Caller,
const int32 SelectedInteraction = 0 )
pure virtual

Interacting, Open door, Talk NPC

Returns
false if Index is out of bounds

◆ OnOverlap()

virtual bool IInteractionInterface::OnOverlap ( AActor * Caller)
pure virtual

Returns if Actor should be Picked up, if false will just be used for overlap: For Showing Button Prompt etc.

◆ SetInteractionAvailable()

virtual bool IInteractionInterface::SetInteractionAvailable ( const EInteractionType Interaction,
const bool bValue )
inlinevirtual
85 {
86 const bool bAvailable = GetInteractionData().SetInteractionAvailable(Interaction, bValue);
88 return bAvailable;
89 };
bool SetInteractionAvailable(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:531

◆ SetInteractionHidden()

virtual bool IInteractionInterface::SetInteractionHidden ( const EInteractionType Interaction,
const bool bValue )
inlinevirtual
77 {
78 const bool bHidden = GetInteractionData().SetInteractionHidden(Interaction, bValue);
80 return bHidden;
81 };
bool SetInteractionHidden(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:496

◆ SetInteractionHold()

virtual bool IInteractionInterface::SetInteractionHold ( const EInteractionType Interaction,
const bool bValue )
inlinevirtual
93 {
94 const bool bHold = GetInteractionData().SetInteractionHold(Interaction, bValue);
96 return bHold;
97 };
bool SetInteractionHold(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:543

◆ SetOnlyInteractionVisible()

virtual void IInteractionInterface::SetOnlyInteractionVisible ( const EInteractionType Interaction)
inlinevirtual
71 {
74 };
void SetOnlyInteractionVisible(const EInteractionType Interaction)
Definition BaseData.h:508

◆ StartFocus()

virtual void IInteractionInterface::StartFocus ( AActor * Caller)
pure virtual

◆ ToggleSwitch()

virtual void IInteractionInterface::ToggleSwitch ( AActor * Caller,
const bool bOn )
pure virtual

◆ UpdateInteractionData()

virtual void IInteractionInterface::UpdateInteractionData ( )
inlinevirtual
59{};

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