BPI_Initiative
Path: /Game/AdvancedTurnBasedTileToolkit/Core/BPI_Initiative
.. cpp:class:: BPI_Initiative : public Interface
.. cpp:function:: void SelectActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, double) GetInitiative(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Initiative: (Default: 0.0)
:rtype Initiative: double.. cpp:function:: void ReactivateActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void DeselectActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, name) GetInitiativeName(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Name: (Default: None)
:rtype Name: name.. cpp:function:: (exec, Texture2D) GetInitiativeIcon(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Icon:
:rtype Icon: Texture2D.. cpp:function:: (exec, EFaction) GetFaction(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Faction: (Default: NewEnumerator3)
:rtype Faction: EFaction.. cpp:function:: void RunOnEndActorTurn(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void RefreshActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, bool) GetAiControlled(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bAiControlled: (Default: false)
:rtype bAiControlled: bool.. cpp:function:: void SetAiControlled(exec then, bool bAiControlled)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg bAiControlled:
:type bAiControlled: bool.. cpp:function:: (exec, bool) DoNotAddToStartupInitiative(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bDoNotAdd: (Default: false)
:rtype bDoNotAdd: bool.. cpp:function:: void RunOnBeginActorTurn(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, bool) CheckIfExhausted(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bExhausted: (Default: false)
:rtype bExhausted: bool.. cpp:function:: void ExhaustActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, Actor) GetPuppet(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Puppet:
:rtype Puppet: Actor