BP_Action

September 28, 2024

BP_Action

Path: /Game/AdvancedTurnBasedTileToolkit/Core/Actions/BP_Action

.. cpp:class:: BP_Action : public Actor

Actor with logic set up with common logic needed for actions. Actions are responsible for visualizing most of what is happening in the game to the player. When spawned actions are automatically queued in an Action Manager (the default one if not manually overriden). They will then be played in sequence, calling PlayAction. When an action is done, make sure to call EndAction so the Action Manager will proceed.

.. cpp:function:: void Construction_Script(exec then)

  Type: Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Required API, Event, Blueprint Event

  Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function

  :arg then: 
  :type then: exec

.. cpp:function:: (exec, bool, exec, bool) IsOwnedByClient(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 bOwnedByClient:  (Default: false)
  :rtype bOwnedByClient: bool
  :returns execute: 
  :rtype execute: exec
  :returns bOwnedByClient:  (Default: false)
  :rtype bOwnedByClient: bool

.. cpp:function:: exec ToggleAdvancedOptions(exec then, bool bSkipForOtherPlayers, bool bAutoPlayNextAction, double AutoPlayNextActionDelay=-1.000000, EActionProceedRule ProceedRule=NewEnumerator0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bSkipForOtherPlayers: 
  :type bSkipForOtherPlayers: bool
  :arg bAutoPlayNextAction: 
  :type bAutoPlayNextAction: bool
  :arg AutoPlayNextActionDelay:  (Default: -1.000000)
  :type AutoPlayNextActionDelay: double
  :arg ProceedRule:  (Default: NewEnumerator0)
  :type ProceedRule: EActionProceedRule
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: void ProceedFromThisAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void AddToQueue(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void ForcePlayAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void SetupAction(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void RunOnSkipAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void PlayAction(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void AnimateAction(exec then, BP_ActionManager CallingActionManager)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg CallingActionManager: Calling Action Manager BP Action Manager Object Reference
  :type CallingActionManager: BP_ActionManager

.. cpp:function:: void EndAction(exec then, bool bAutoProceed=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bAutoProceed: Auto Proceed Boolean (Default: false)
  :type bAutoProceed: bool

.. cpp:function:: void BeginPlay(exec then)

  Type: Event when play begins for this actor.

  Category: 

  Access Modifier: Protected

  Constant: False

  Flags: Event, Blueprint Event

  Event when play begins for this actor.

  :arg then: 
  :type then: exec

.. cpp:function:: void AdvanceActionDestructionQueue(exec then, Object CallingAction)

  Type: 

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg CallingAction: Calling Action Object Reference
  :type CallingAction: Object

.. cpp:function:: void ProceedFromOngoingAction(exec then, Object OngoingAction, EActionProceedRule ProceedRule=NewEnumerator0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg OngoingAction: Ongoing Action Object Reference (by ref)
  :type OngoingAction: Object
  :arg ProceedRule: Proceed Rule EActionProceedRule Enum (Default: NewEnumerator0)
  :type ProceedRule: EActionProceedRule

.. cpp:function:: void AddToVectorArrayToManager(exec then, Vector Vectors)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Vectors: Vectors Array of Vectors
  :type Vectors: Vector

.. cpp:function:: void QueueAction(exec then, Object Action)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Action: Action Object Reference
  :type Action: Object

.. cpp:function:: void AttemptPlayNextAction(exec then, bool bIgnoreBlockingActions=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bIgnoreBlockingActions: Ignore Blocking Actions Boolean (Default: false)
  :type bIgnoreBlockingActions: bool

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

  Access Modifier: 
  Flags: Zero Constructor, Transit, Duplicate Transient
  Lifetime Condition: None

  

.. cpp:member:: SceneComponent DefaultSceneRoot

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Object ManagerOverride

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bSkipForOtherPlayers

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: double EndDelay

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Is Plain Old Data, No Destructor, Expose On Spawn, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: MulticastInlineDelegate OnEndAction

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
  Lifetime Condition: None

  

.. cpp:member:: MulticastInlineDelegate OnPlayAction

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
  Lifetime Condition: None

  

.. cpp:member:: int8 Activation

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Is Plain Old Data, No Destructor, Expose On Spawn, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bImmediate

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: double AutoPlayNextActionDelay

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bAutoPlayNextAction

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bActionEnded

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: int8 ProceedRule

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

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