BP_HealthBarBillboard

October 03, 2024

BP_HealthBarBillboard

Path: /Game/AdvancedTurnBasedTileToolkit/Units/BP_HealthBarBillboard

.. cpp:class:: BP_HealthBarBillboard : public Actor

.. 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:: 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 SetHealthBarFill(exec then, double PercentFill=0.0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg PercentFill: Percent Fill Float (double-precision) (Default: 0.0)
  :type PercentFill: double

.. cpp:function:: void DisplayStatusIcon(exec then, bool bRemove=false, GameplayTag Status, Object Icon)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bRemove: Remove Boolean (Default: false)
  :type bRemove: bool
  :arg Status: Status Gameplay Tag Structure
  :type Status: GameplayTag
  :arg Icon: Icon Object Reference
  :type Icon: Object

.. cpp:function:: void ChangeHudColor(exec then, LinearColor Color)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Color: Color Linear Color Structure
  :type Color: LinearColor

.. cpp:function:: void SetHudVisibility(exec then, bool bVisible=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bVisible: Visible Boolean (Default: false)
  :type bVisible: bool

.. cpp:function:: void DisplayStatusEffect(exec then, bool bRemove=false, BP_StatusEffect StatusEffect)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bRemove: Remove Boolean (Default: false)
  :type bRemove: bool
  :arg StatusEffect: Status Effect BP Status Effect Class Reference
  :type StatusEffect: BP_StatusEffect

.. cpp:function:: void SetupHUD(exec then, WidgetComponent OwnerComponent, bool bAutoResize=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg OwnerComponent: Owner Component Widget Component Object Reference
  :type OwnerComponent: WidgetComponent
  :arg bAutoResize: Auto Resize Boolean (Default: false)
  :type bAutoResize: bool

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

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

  

.. cpp:member:: MaterialBillboardComponent HealthBar

  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:: MaterialInstanceDynamic HealthBarMaterial

  Category: Default

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

  

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Written by Urakaiketsuya , just a guy who codes. You should follow them on Twitter