More consistent category headings
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@@ -118,16 +118,16 @@ public:
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static void UnpackAnimationStep(const FlxAnimationStep& step,
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static void UnpackAnimationStep(const FlxAnimationStep& step,
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const FString& VariableNamePrefix, UObject* into);
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const FString& VariableNamePrefix, UObject* into);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex")
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static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
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static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex")
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static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
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static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex")
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static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
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static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex")
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static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
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static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
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};
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};
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@@ -32,15 +32,15 @@ public:
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void ResetToInitialState();
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void ResetToInitialState();
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// Set the entire contents of the console output box.
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// Set the entire contents of the console output box.
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
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void ConsoleSetOutput(const FString& text);
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void ConsoleSetOutput(const FString& text);
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// This is called by the GUI whenever the user hits enter.
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// This is called by the GUI whenever the user hits enter.
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void ConsoleSendInput(const FString& text);
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void ConsoleSendInput(const FString& text);
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// The blueprint class TangibleActor
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// The blueprint class TangibleActor
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UPROPERTY(EditDefaultsOnly, Category = TangibleClasses)
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UPROPERTY(EditDefaultsOnly, Category = "Luprex")
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TSubclassOf<AActor> ClassTangibleActor;
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TSubclassOf<AActor> ClassTangibleActor;
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// Transfer console output from the Luprex engine to unreal.
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// Transfer console output from the Luprex engine to unreal.
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@@ -23,9 +23,9 @@ class INTEGRATION_API IlxTangibleInterface
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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public:
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
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bool StartAnimation(ElxAnimationMode mode, const FlxAnimationStep& step);
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bool StartAnimation(ElxAnimationMode mode, const FlxAnimationStep& step);
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
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bool AbortAnimation(int64 hash);
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bool AbortAnimation(int64 hash);
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};
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};
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