BPI_PC
Path: /Game/AdvancedTurnBasedTileToolkit/Core/BPI_PC
.. cpp:class:: BPI_PC : public Interface
.. cpp:function:: (exec, bool, BP_AbilityBase) GetOrAddAbility(exec then, BP_AbilityBase AbilityClass)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AbilityClass:
:type AbilityClass: BP_AbilityBase
:returns execute:
:rtype execute: exec
:returns bSpawnedNew: (Default: false)
:rtype bSpawnedNew: bool
:returns AbilityRef:
:rtype AbilityRef: BP_AbilityBase.. cpp:function:: void ActivateAbility(exec then, BP_AbilityBase AbilityClass, Actor OwningActor, bool bCheckRequirements=true)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AbilityClass:
:type AbilityClass: BP_AbilityBase
:arg OwningActor:
:type OwningActor: Actor
:arg bCheckRequirements: (Default: true)
:type bCheckRequirements: bool.. cpp:function:: (exec, BP_GridUI) GetGridUi(exec then, BP_GridUI ClassOverride)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg ClassOverride:
:type ClassOverride: BP_GridUI
:returns execute:
:rtype execute: exec
:returns GridUi:
:rtype GridUi: BP_GridUI.. cpp:function:: void SetPlayerFaction(exec then, EFaction Faction=NewEnumerator3)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Faction: (Default: NewEnumerator3)
:type Faction: EFaction.. cpp:function:: (exec, EFaction) GetPlayerFaction(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