BP_TurnManager
Path: /Game/AdvancedTurnBasedTileToolkit/Core/BP_TurnManager
.. cpp:class:: BP_TurnManager : public Actor
Handles starting and ending unit turns, holds the initiative order, current turn, current active unit and functions related to manipulating the turn order. This Turn Manager cycles through units by their faction.
.. 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, exec, int) FindFirstIndexOfNextRound(exec then)
Type: Loops through initiative array until it finds a unit with exhaused set to true, indicating that this unit has already acted, thus being the first unit in the next round
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Loops through initiative array until it finds a unit with exhaused set to true, indicating that this unit has already acted, thus being the first unit in the next round
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns Index: (Default: 0)
:rtype Index: int
:returns execute:
:rtype execute: exec
:returns Index: (Default: 0)
:rtype Index: int.. cpp:function:: (exec, bool, int, exec, bool, int, exec, bool, int) FindIndexOfNextFaction(exec then)
Type: Loops through initiative array to find the first unit with a different faction than the current one, returning its index
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Loops through initiative array to find the first unit with a different faction than the current one, returning its index
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bSuccess: (Default: true)
:rtype bSuccess: bool
:returns Index: (Default: 0)
:rtype Index: int
:returns execute:
:rtype execute: exec
:returns bSuccess: (Default: false)
:rtype bSuccess: bool
:returns Index: (Default: -1)
:rtype Index: int
:returns execute:
:rtype execute: exec
:returns bSuccess: (Default: false)
:rtype bSuccess: bool
:returns Index: (Default: -1)
:rtype Index: int.. cpp:function:: (exec, Actor) SortActorsInInitiativeOrder(exec then, Actor Actors)
Type: Places unit references in the initiative array based on their initiative value, from highest to lowest
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
Places unit references in the initiative array based on their initiative value, from highest to lowest
:arg then:
:type then: exec
:arg Actors:
:type Actors: Actor
:returns execute:
:rtype execute: exec
:returns SortedActors:
:rtype SortedActors: Actor.. cpp:function:: (exec, Actor, exec, Actor, exec, Actor, exec, Actor, exec, Actor, exec, Actor) MoveActorInInitiative(exec then, EInitiativeSlot Selection=NewEnumerator0, Actor Actor)
Type: Moves the active actor to a place in the initiative array based on the input
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
Moves the active actor to a place in the initiative array based on the input
:arg then:
:type then: exec
:arg Selection: (Default: NewEnumerator0)
:type Selection: EInitiativeSlot
:arg Actor:
:type Actor: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor.. cpp:function:: (exec, Actor, exec, Actor, exec, Actor) SetUnitLastInCurrentFaction(exec then, BP_Unit Unit)
Type: Loops through initiative array until a unit with a different faction than the inputted one is found. Moves the inputted unit just before this unit in initiative. Used in games with separate turns for various factions, when you want to delay this unit until the rest of its faction have acted.
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Loops through initiative array until a unit with a different faction than the inputted one is found. Moves the inputted unit just before this unit in initiative. Used in games with separate turns for various factions, when you want to delay this unit until the rest of its faction have acted.
:arg then:
:type then: exec
:arg Unit:
:type Unit: BP_Unit
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor
:returns execute:
:rtype execute: exec
:returns InitiativeOrderActors:
:rtype InitiativeOrderActors: Actor.. cpp:function:: (exec, bool, EFaction, exec, bool, EFaction, exec, bool, EFaction) CheckIfContainsSingleFaction(exec then, BP_Unit Units)
Type: Returns true if the units in the input array all have the same faction. Used to check if all other units have been killed, signalling that the game should end.
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Returns true if the units in the input array all have the same faction. Used to check if all other units have been killed, signalling that the game should end.
:arg then:
:type then: exec
:arg Units:
:type Units: BP_Unit
:returns execute:
:rtype execute: exec
:returns bContainsSingleFaction: (Default: false)
:rtype bContainsSingleFaction: bool
:returns Faction: (Default: NewEnumerator3)
:rtype Faction: EFaction
:returns execute:
:rtype execute: exec
:returns bContainsSingleFaction: (Default: true)
:rtype bContainsSingleFaction: bool
:returns Faction: (Default: NewEnumerator3)
:rtype Faction: EFaction
:returns execute:
:rtype execute: exec
:returns bContainsSingleFaction: (Default: false)
:rtype bContainsSingleFaction: bool
:returns Faction: (Default: NewEnumerator3)
:rtype Faction: EFaction.. cpp:function:: exec UpdateInitiativeBar(exec then, Actor ActorsInInitiative, Actor ActiveActor)
Type: Updates initiative bar based on inputted array of units
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Updates initiative bar based on inputted array of units
:arg then:
:type then: exec
:arg ActorsInInitiative:
:type ActorsInInitiative: Actor
:arg ActiveActor:
:type ActiveActor: Actor
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, exec) DisplayGameOver(exec then, BP_Unit RemainingUnit)
Type: Displays game over message, depending on the faction of what unit remains. Then prevents any further actions from occuring by not calling EndAction
Category:
Access Modifier: Public
Constant: False
Flags: Has Defaults, Blueprint Callable, Blueprint Event
Displays game over message, depending on the faction of what unit remains. Then prevents any further actions from occuring by not calling EndAction
:arg then:
:type then: exec
:arg RemainingUnit:
:type RemainingUnit: BP_Unit
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec.. cpp:function:: exec OnRep_ActiveActor(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, Actor, exec, Actor) MoveActorToInititativeIndex(exec then, Actor Actor, Actor InitiativeArray, int Index)
Type: Takes the first unit in the initiative array and moves it to the end. Usen when the active unit has ended its turn
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Takes the first unit in the initiative array and moves it to the end. Usen when the active unit has ended its turn
:arg then:
:type then: exec
:arg Actor:
:type Actor: Actor
:arg InitiativeArray:
:type InitiativeArray: Actor
:arg Index:
:type Index: int
:returns execute:
:rtype execute: exec
:returns Out:
:rtype Out: Actor
:returns execute:
:rtype execute: exec
:returns Out:
:rtype Out: Actor.. cpp:function:: (exec, bool, exec, bool, exec, bool) CheckIfActorWillActThisTurn(exec then, Actor Actor)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Actor:
:type Actor: Actor
:returns execute:
:rtype execute: exec
:returns bWillAct: (Default: true)
:rtype bWillAct: bool
:returns execute:
:rtype execute: exec
:returns bWillAct: (Default: false)
:rtype bWillAct: bool
:returns execute:
:rtype execute: exec
:returns bWillAct: (Default: false)
:rtype bWillAct: bool.. cpp:function:: (exec, bool) CheckIfUnitActivationAllowed(exec then, BP_Unit Unit)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Unit:
:type Unit: BP_Unit
:returns execute:
:rtype execute: exec
:returns bAllowed: (Default: false)
:rtype bAllowed: bool.. cpp:function:: (exec, bool, Actor, exec, bool, Actor) FindNextRefreshedActor(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bFoundValidActor: (Default: true)
:rtype bFoundValidActor: bool
:returns Actor:
:rtype Actor: Actor
:returns execute:
:rtype execute: exec
:returns bFoundValidActor: (Default: false)
:rtype bFoundValidActor: bool
:returns Actor:
:rtype Actor: Actor.. cpp:function:: (exec, bool, exec, bool) SwapToNextActorOfFaction(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 bSuccess: (Default: true)
:rtype bSuccess: bool
:returns execute:
:rtype execute: exec
:returns bSuccess: (Default: false)
:rtype bSuccess: bool.. cpp:function:: (exec, Actor) FindInitiativeActorsOfFaction(exec then, EFaction Faction=NewEnumerator3)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Faction: (Default: NewEnumerator3)
:type Faction: EFaction
:returns execute:
:rtype execute: exec
:returns ActorsOfFaction:
:rtype ActorsOfFaction: Actor.. cpp:function:: exec AssignUnitsToPlayers(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:: void SetFactionOrder(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: (exec, bool, exec, bool, exec, bool) EndGameIfConditionMet(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bGameOver: (Default: false)
:rtype bGameOver: bool
:returns execute:
:rtype execute: exec
:returns bGameOver: (Default: false)
:rtype bGameOver: bool
:returns execute:
:rtype execute: exec
:returns bGameOver: (Default: false)
:rtype bGameOver: bool.. cpp:function:: exec QueueStoreTurnInfo(exec then, int CurrentTurn, Actor ActiveActor)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg CurrentTurn:
:type CurrentTurn: int
:arg ActiveActor:
:type ActiveActor: Actor
:returns execute:
:rtype execute: exec.. cpp:function:: exec QueueDisplayFactionTurn(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, exec) AddSpawnedActorToInitiative(exec then, Actor Actor)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Actor:
:type Actor: Actor
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec.. cpp:function:: exec QueueSignalActorDone(exec then, double EndDelay=-1.000000)
Type:
Category: Action
Access Modifier: Public
Constant: False
Flags: Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg EndDelay: (Default: -1.000000)
:type EndDelay: double
:returns execute:
:rtype execute: exec.. cpp:function:: void ReplacePreviewPuppetsWithFinal(exec then)
Type: Calls on units to replace component based puppets (used for preview in editor) with separate puppet actors. Delayed until after all players have joined in networked games to prevent some puppets not spawning on clients due to race conditions
Category:
Access Modifier: Public
Constant: False
Flags: Has Defaults, Blueprint Callable, Blueprint Event
Calls on units to replace component based puppets (used for preview in editor) with separate puppet actors. Delayed until after all players have joined in networked games to prevent some puppets not spawning on clients due to race conditions
: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 ResumeAfterOngoingActionsDone(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void EndTurnFromPlayerInput(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void EndActiveFactionTurn(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void BeginActiveFactionTurn(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void BeginNextValidActorTurn(exec then, bool bUseCustomDelay, double CustomDelay=-1.000000)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg bUseCustomDelay:
:type bUseCustomDelay: bool
:arg CustomDelay: (Default: -1.000000)
:type CustomDelay: double.. cpp:function:: void BeginNewRound(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void RunOnActorDeselected(exec then, Actor DeselectedActor)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg DeselectedActor:
:type DeselectedActor: Actor.. cpp:function:: void RunOnActorSelected(exec then, Actor SelectedActor, bool bMakeActiveActor)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg SelectedActor:
:type SelectedActor: Actor
:arg bMakeActiveActor:
:type bMakeActiveActor: bool.. cpp:function:: void RunAfterAbilityExecute(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void ResumeAfterActiveActorDeath(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void MulticastShowWaitingForPlayers(exec then, int CurrentReadyPlayers, int MaxPlayers)
Type:
Category:
Access Modifier:
Constant: False
Flags: Net, Net Reliable, Net Multicast, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg CurrentReadyPlayers:
:type CurrentReadyPlayers: int
:arg MaxPlayers:
:type MaxPlayers: int.. cpp:function:: void StartMatch(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void NotifyPlayerReady(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 Initialize(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. 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 InitiativeOrderActors
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Disable Edit On Template, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: BP_PlayerController_ATBTT ActivePlayer
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Actor ActiveActor
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, Rep Notify, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_Unit ActiveUnit
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Actor ActiveActorAnimate
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 FactionOrder
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: int8 ActiveFaction
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 CurrentTurn
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 EndTurnDelay
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:: bool bGameOver
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 ReadyPlayerCount
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 CurrentTurnAnimate
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:: bool bShouldWaitForActions
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 DefaultFactionOrder
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: MulticastInlineDelegate OnStartMatch
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
Lifetime Condition: None
.. cpp:member:: Class IdleAbilityClass
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: double EndTurnFromPlayerInputDelay
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:: double NetworkStartDelay
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