BP_HealthBar_AutoRotate
Path: /Game/AdvancedTurnBasedTileToolkit/Units/BP_HealthBar_AutoRotate
.. cpp:class:: BP_HealthBar_AutoRotate : 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 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 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:: StaticMeshComponent 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:: SceneComponent Scene
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