Make it easier to create look-at widgets
This commit is contained in:
@@ -1,4 +1,5 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/LpxLevel.LpxLevel
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GlobalDefaultGameMode=/Game/Luprex/lxGameMode.lxGameMode_C
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@@ -44,23 +45,23 @@ UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.
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-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Clickable")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="LookAtDetection")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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@@ -79,4 +80,5 @@ UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Clickable",NewName="LookAtDetection")
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BIN
Content/Luprex/lxGameMode.uasset
LFS
BIN
Content/Luprex/lxGameMode.uasset
LFS
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@@ -37,6 +37,12 @@ enum class ElxSuccessOrError : uint8 {
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Error,
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};
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UENUM(BlueprintType)
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enum class ElxFoundOrNotFound : uint8 {
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Found,
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NotFound,
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};
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/////////////////////////////////////////////////////////////////
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//
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// This is a little parser that parses Lua function 'prototypes'.
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@@ -8,6 +8,7 @@
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#include "TangibleManager.h"
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#include "LuaCall.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "CommonTypes.h"
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@@ -26,6 +27,7 @@ ALuprexGameModeBase::ALuprexGameModeBase()
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AssetLookup = nullptr;
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PlayerId = 0;
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EngineSeconds = 0.0;
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MustCallLookAtChanged = false;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
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//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
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@@ -98,8 +100,8 @@ void ALuprexGameModeBase::ResetToInitialState()
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PlayerId = 0;
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// Clear the look-at state;
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PreviousLookAt.Init();
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CurrentLookAt.Init();
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MustCallLookAtChanged = false;
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// Reset the clocks.
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EngineSeconds = 0.0;
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@@ -347,12 +349,6 @@ ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
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return result;
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}
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bool ALuprexGameModeBase::IsLookAtChanged(const UObject *context) {
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ALuprexGameModeBase *mode = FromContext(context);
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return mode->CurrentLookAt.HitObjectHandle != mode->PreviousLookAt.HitObjectHandle;
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}
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void ALuprexGameModeBase::ClearLookAtWidget(const UObject *Context)
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{
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ALuprexGameModeBase *mode = FromContext(Context);
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@@ -370,44 +366,57 @@ void ALuprexGameModeBase::SetLookAtWidget(const UObject *Context, UlxLookAtWidge
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{
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ClearLookAtWidget(Context);
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}
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if (!Widget->IsInViewport())
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Mode->LookAtWidget = Widget;
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}
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UlxLookAtWidget *ALuprexGameModeBase::CreateLookAtWidgetByName(UObject *Context, const FString &BlueprintName,
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ElxFoundOrNotFound &Result, bool ErrorIfNotFound, bool AddToViewport, bool SetLookAtWidget)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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Result = ElxFoundOrNotFound::NotFound;
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auto Blueprint = UlxAssetLookup::GetLookAtWidgetByName(Context, BlueprintName, ErrorIfNotFound);
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if (Blueprint == nullptr) return nullptr;
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APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
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UlxLookAtWidget *Widget = Cast<UlxLookAtWidget>(UWidgetBlueprintLibrary::Create(Context, Blueprint, pc));
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check(Widget != nullptr);
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if (AddToViewport)
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{
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Widget->AddToViewport(100);
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}
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Mode->LookAtWidget = Widget;
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if (SetLookAtWidget)
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{
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Mode->SetLookAtWidget(Context, Widget);
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}
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Result = ElxFoundOrNotFound::Found;
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return Widget;
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}
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void ALuprexGameModeBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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if (Mode->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
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{
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Mode->MustCallLookAtChanged = true;
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}
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Mode->CurrentLookAt = HitResult;
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}
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FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
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if (pc == nullptr) return FVector2D();
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FVector2D ScreenPosition;
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UGameplayStatics::ProjectWorldToScreen(pc, Mode->CurrentLookAt.Location, ScreenPosition, false);
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return ScreenPosition;
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}
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FVector2D ALuprexGameModeBase::GetPreviousLookAtPixel(const UObject *Context)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
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if (pc == nullptr) return FVector2D();
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FVector2D ScreenPosition;
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UGameplayStatics::ProjectWorldToScreen(pc, Mode->PreviousLookAt.Location, ScreenPosition, false);
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if (!UGameplayStatics::ProjectWorldToScreen(pc, Mode->CurrentLookAt.Location, ScreenPosition, false))
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{
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return FVector2D();
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}
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return ScreenPosition;
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}
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void ALuprexGameModeBase::UpdateLookAt() {
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// Rotate the variables.
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PreviousLookAt = CurrentLookAt;
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CurrentLookAt.Init();
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// Make sure the world is fully configured before we attempt to cast rays.
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UlxTangible *possessed = TangibleManager->GetPossessedTangible();
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if (possessed == nullptr) return;
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@@ -421,8 +430,8 @@ void ALuprexGameModeBase::UpdateLookAt() {
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CalculateLookAt(pc);
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if (IsLookAtChanged(this)) {
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ClearLookAtWidget(this);
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if (MustCallLookAtChanged) {
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MustCallLookAtChanged = false;
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LookAtChanged();
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}
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}
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@@ -31,7 +31,7 @@ class INTEGRATION_API UlxLookAtWidget : public UUserWidget
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Look-At Detection")
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void ReadLuaConfiguration(AActor *Place, UlxLuaValues *Config);
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void ReadLuaConfiguration(UlxLuaValues *Config);
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};
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/**
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@@ -79,24 +79,33 @@ public:
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetPreviousLookAt(const UObject *Context) { return FromContext(Context)->PreviousLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetPreviousLookAtActor(const UObject *Context) { return FromContext(Context)->PreviousLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static FVector2D GetPreviousLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static bool IsLookAtChanged(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtWidget(const UObject *Context, UlxLookAtWidget *Widget);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static UlxLookAtWidget *GetLookAtWidget(const UObject *Context) { return FromContext(Context)->LookAtWidget; }
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// Create a new Look-At Widget, given the blueprint's name.
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//
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// The prefix WB_ is added to the blueprint name, and the blueprint is
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// searched for in the folder "Widgets".
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//
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// * If the specified blueprint is not found, execution continues
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// on the "Not Found" pin.
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//
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// * If the flag "Error if Not Found" is true, and the widget blueprint
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// is not found, logs an error.
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//
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// * If the flag "Add to Viewport" is true, the new widget is added
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// to the viewport.
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//
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// * If the flag "Set Look at Widget" is true, the new widget is stored
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// as the current look-at widget.
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//
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UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Result", WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static UlxLookAtWidget *CreateLookAtWidgetByName(UObject *Context, const FString &BlueprintName,
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ElxFoundOrNotFound &Result, bool ErrorIfNotFound = true, bool AddToViewport = true, bool SetLookAtWidget = true);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void ClearLookAtWidget(const UObject *Context);
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@@ -168,14 +177,12 @@ public:
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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// The actor that the player was looking at, previous frame.
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UPROPERTY()
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FHitResult PreviousLookAt;
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged;
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UPROPERTY()
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UlxLookAtWidget *LookAtWidget;
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