WBP_InitiativeIcon

October 03, 2024

WBP_InitiativeIcon

Path: /Game/AdvancedTurnBasedTileToolkit/Maps/StrategyRpg/UI/WBP_InitiativeIcon

.. cpp:class:: WBP_InitiativeIcon : public UserWidget

.. cpp:function:: void BndEvt__WBP_InitiativeIcon_Lerp_icon_K2Node_ComponentBoundEvent_2_OnButtonClickedEvent__DelegateSignature(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void BndEvt__WBP_InitiativeIcon_Lerp_icon_K2Node_ComponentBoundEvent_1_OnButtonHoverEvent__DelegateSignature(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void BndEvt__WBP_InitiativeIcon_Lerp_icon_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: Called after the underlying slate widget is constructed.  Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.

  Category: User Interface

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Cosmetic, Event, Blueprint Event

  Called after the underlying slate widget is constructed.  Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.

  :arg then: 
  :type then: exec

.. cpp:function:: void UpdateInitiativeIcon(exec then, Actor Puppet)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Puppet: 
  :type Puppet: Actor

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

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

  

.. cpp:member:: WidgetAnimation ShiftIn

  Category: Animations

  Access Modifier: 
  Flags: Blueprint Visible, Blueprint Readonly, Zero Constructor, Transit, Rep Skip, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: WidgetAnimation Appear

  Category: Animations

  Access Modifier: 
  Flags: Blueprint Visible, Blueprint Readonly, Zero Constructor, Transit, Rep Skip, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Image background

  Category: WBP_InitiativeIcon

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Button icon

  Category: WBP_InitiativeIcon

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: GridPanel IconPanel

  Category: WBP_InitiativeIcon

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: SlateBrush DefaultStyle

  Category: Default

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

  

.. cpp:member:: Actor Puppet

  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

  

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