BP_ActionManager

September 28, 2024

BP_ActionManager

Path: /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager

.. cpp:class:: BP_ActionManager : public Actor

Loops over an array of Action actors and play them in sequence. One Action Manager is spawned by the GameState at startup and is considered the default Action Manager. When an action is spawned it is automatically added to the queue of this default Action Manager unless specified otherwise.

.. 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, int) GetLowestGarbageCounter(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 LowestCounter:  (Default: 0)
  :rtype LowestCounter: int

.. cpp:function:: (exec, int) GetNextQueueIndex(exec then, int CurrentIndex)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event, Blueprint Pure

  

  :arg then: 
  :type then: exec
  :arg CurrentIndex: 
  :type CurrentIndex: int
  :returns execute: 
  :rtype execute: exec
  :returns NextIndex:  (Default: 0)
  :rtype NextIndex: int

.. cpp:function:: exec AddExistingPlayers(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueDelay(exec then, double Delay=1.000000)

  Type: Adds a delay to the action queue. Using an EndDelay for the previous action is preferrable if it achieves the same result, as you'll need to spawn one less action.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Adds a delay to the action queue. Using an EndDelay for the previous action is preferrable if it achieves the same result, as you'll need to spawn one less action.

  :arg then: 
  :type then: exec
  :arg Delay:  (Default: 1.000000)
  :type Delay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueSpawnEmitter(exec then, Transform Transform, ParticleSystem EmitterTemplate, bool bAutoDestroy=true, bool bAutoActivateSystem=true, SoundBase Sound, double EndDelay=-1.000000)

  Type: Spawns an emitter at the specified location, with an optional input for playing a sound.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Spawns an emitter at the specified location, with an optional input for playing a sound.

  :arg then: 
  :type then: exec
  :arg Transform: 
  :type Transform: Transform
  :arg EmitterTemplate: 
  :type EmitterTemplate: ParticleSystem
  :arg bAutoDestroy:  (Default: true)
  :type bAutoDestroy: bool
  :arg bAutoActivateSystem:  (Default: true)
  :type bAutoActivateSystem: bool
  :arg Sound: 
  :type Sound: SoundBase
  :arg EndDelay:  (Default: -1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueAttack(exec then, Actor TargetPuppet, Actor SourcePuppet)

  Type: Calls on puppet to play an attack animation, ending the action once the puppet calls an animation hit event. Generally you want to have queued an action for displaying damage dealt right after this action, as it only handles animating the attack.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Calls on puppet to play an attack animation, ending the action once the puppet calls an animation hit event. Generally you want to have queued an action for displaying damage dealt right after this action, as it only handles animating the attack.

  :arg then: 
  :type then: exec
  :arg TargetPuppet: 
  :type TargetPuppet: Actor
  :arg SourcePuppet: 
  :type SourcePuppet: Actor
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueuePlaySound(exec then, SoundBase Sound, Vector Location, double VolumeMultiplier=1.000000, double PitchMultiplier=1.000000, double StartTime, SoundAttenuation AttenuationSettings, SoundConcurrency ConcurrencySettings, double EndDelay=-1.000000)

  Type: Plays a sound with the specified settings.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Plays a sound with the specified settings.

  :arg then: 
  :type then: exec
  :arg Sound: 
  :type Sound: SoundBase
  :arg Location: 
  :type Location: Vector
  :arg VolumeMultiplier:  (Default: 1.000000)
  :type VolumeMultiplier: double
  :arg PitchMultiplier:  (Default: 1.000000)
  :type PitchMultiplier: double
  :arg StartTime: 
  :type StartTime: double
  :arg AttenuationSettings: 
  :type AttenuationSettings: SoundAttenuation
  :arg ConcurrencySettings: 
  :type ConcurrencySettings: SoundConcurrency
  :arg EndDelay:  (Default: -1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec AddToVectorArray(exec then, Vector Vectors)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Vectors: 
  :type Vectors: Vector
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, Vector) AdvanceAndGetNextVectorArray(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 Vectors: 
  :rtype Vectors: Vector

.. cpp:function:: exec PlayNextAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueuePrintString(exec then, string InString=QueuedHello, bool bPrintToScreen=true, bool bPrintToLog=true, LinearColor TextColor=(R=1.000000,G=0.329412,B=0.000000,A=1.000000), double Duration=4.000000)

  Type: For printing strings as part of the action queue. For debugging.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  For printing strings as part of the action queue. For debugging.

  :arg then: 
  :type then: exec
  :arg InString:  (Default: QueuedHello)
  :type InString: string
  :arg bPrintToScreen:  (Default: true)
  :type bPrintToScreen: bool
  :arg bPrintToLog:  (Default: true)
  :type bPrintToLog: bool
  :arg TextColor:  (Default: (R=1.000000,G=0.329412,B=0.000000,A=1.000000))
  :type TextColor: LinearColor
  :arg Duration:  (Default: 4.000000)
  :type Duration: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, exec) MoveDestructionQueueIfQueueReset(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec ActionDestructionLoop(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueExternalAction(exec then, Actor ExternalActor, Actor Triggering_Actor, double EndDelay=-1.000000)

  Type: Offloads playing the action to a separate actor. Useful when doing complex actions where you would otherwise need to add lots of action inputs. Keep to the same limitations of what to manipulate within the actor as you would within actions. Requires that the External Actor implements BPI_ExternalAction and the ExternalAction component. See BP_GA_DemoDoor for an example.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Offloads playing the action to a separate actor. Useful when doing complex actions where you would otherwise need to add lots of action inputs. Keep to the same limitations of what to manipulate within the actor as you would within actions. Requires that the External Actor implements BPI_ExternalAction and the ExternalAction component. See BP_GA_DemoDoor for an example.

  :arg then: 
  :type then: exec
  :arg ExternalActor: 
  :type ExternalActor: Actor
  :arg Triggering_Actor: 
  :type Triggering_Actor: Actor
  :arg EndDelay:  (Default: -1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueSpawnActor(exec then, Actor ActorToSpawn, SceneComponent AttachToComponent, Transform ActorSpawnTransform, Actor ActorOwner, double EndDelay=1.000000)

  Type: Spawns the specified actor. As this is done in the action queue the actor should only be used for cosmetic event and not for gameplay logic. For actors relevant for gameplay logic it is recommended to not use this action. Instead spawn it without an action on the server and then unhide it as an action.

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Spawns the specified actor. As this is done in the action queue the actor should only be used for cosmetic event and not for gameplay logic. For actors relevant for gameplay logic it is recommended to not use this action. Instead spawn it without an action on the server and then unhide it as an action.

  :arg then: 
  :type then: exec
  :arg ActorToSpawn: 
  :type ActorToSpawn: Actor
  :arg AttachToComponent: 
  :type AttachToComponent: SceneComponent
  :arg ActorSpawnTransform: 
  :type ActorSpawnTransform: Transform
  :arg ActorOwner: 
  :type ActorOwner: Actor
  :arg EndDelay:  (Default: 1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: void Tick(exec then, float DeltaSeconds=0.0)

  Type: Event called every frame, if ticking is enabled

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Event, Blueprint Event

  Event called every frame, if ticking is enabled

  :arg then: 
  :type then: exec
  :arg DeltaSeconds: Delta Seconds Float (single-precision) (Default: 0.0)
  :type DeltaSeconds: float

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :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:function:: void AddPlayer(exec then, PlayerController Player)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Player: 
  :type Player: PlayerController

.. cpp:function:: void StartActionLoop(exec then, BP_ActionQueueCounter Counter)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Counter: 
  :type Counter: BP_ActionQueueCounter

.. 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 ProceedFromThisAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  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 RunOnSkipAction(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  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: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:: Array ActionQueue

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: int ActionCounter

  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:: MulticastInlineDelegate OnAnimateNewAction

  Category: Default

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

  

.. cpp:member:: BP_ActionQueueCounter QueueCounter

  Category: Default

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

  

.. cpp:member:: Array QueueCounters

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Template, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: bool bPauseQueue

  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:: int InitialQueueSize

  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:: int FillCounter

  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:: Array AddedPlayers

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Template, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: Array VectorArrays

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Net, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: int VectorLoopCounter

  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:: int InitialVectorArraySize

  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:: int VectorArrayFillCounter

  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:: MulticastInlineDelegate OnActionQueued

  Category: Default

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

  

.. cpp:member:: MulticastInlineDelegate OnActionsDestroyed

  Category: Default

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

  

.. cpp:member:: int OngoingActionsOld

  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:: Array PreviousQueue

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: Array PendingDestructionObjects

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: int DestructionCounter

  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:: Set OngoingActions

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: Set BlockingActions

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: double ActionDestructionDelay

  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:: MulticastInlineDelegate OnActionDone

  Category: Default

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

  

.. cpp:member:: bool bShowDebugDisplay

  Category: Default

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

  

.. cpp:member:: int ActionsPlayedThisTick

  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:: int MaxActionsPerTick

  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

  

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