WBP_UnitHUD_2D
Path: /Game/AdvancedTurnBasedTileToolkit/Maps/2D/UI/WBP_UnitHUD_2D
.. cpp:class:: WBP_UnitHUD_2D : public UserWidget
.. cpp:function:: void AddStatusIcon(exec then, Object StatPayload)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg StatPayload:
:type StatPayload: Object.. cpp:function:: void RunEvent(exec then, GameplayTag EventTag, Object CallingObject, bool bGlobal=false, Object Payload, GameplayTagContainer CallTags)
Type: Called from a Dispatcher Hub component that the actor has bound to when that event is called. Used to have an actor react to in-game events.
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
Called from a Dispatcher Hub component that the actor has bound to when that event is called. Used to have an actor react to in-game events.
:arg then:
:type then: exec
:arg EventTag: Event Tag Gameplay Tag Structure
:type EventTag: GameplayTag
:arg CallingObject: Calling Object Object Reference (by ref)
:type CallingObject: Object
:arg bGlobal: Global Boolean (Default: false)
:type bGlobal: bool
:arg Payload: Payload Object Reference (by ref)
:type Payload: Object
:arg CallTags: Call Tags Gameplay Tag Container Structure (by ref)
:type CallTags: GameplayTagContainer.. 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: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 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 SetPriority(exec then, double Priority=0.0)
Type: Sets the priority of an actor, which determines the order in which it will be activated if an event it is bound to is called. Higher numbers means that the actor is called earlier.
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
Sets the priority of an actor, which determines the order in which it will be activated if an event it is bound to is called. Higher numbers means that the actor is called earlier.
:arg then:
:type then: exec
:arg Priority: Priority Float (double-precision) (Default: 0.0)
:type Priority: double.. cpp:member:: PointerToUberGraphFrame UberGraphFrame
Category:
Access Modifier:
Flags: Zero Constructor, Transit, Duplicate Transient
Lifetime Condition: None
.. cpp:member:: HorizontalBox EffectBox
Category: WBP_UnitHUD_2D
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:: ProgressBar HealthBar
Category: WBP_UnitHUD_2D
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:: SizeBox HudSizeBox
Category: WBP_UnitHUD_2D
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:: WidgetComponent OwnerComponent
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Instanced Reference, No Destructor, Expose On Spawn, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: double ScaleFactor
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Is Plain Old Data, No Destructor, Expose On Spawn, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bWorldScale
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:: Map StatusEffectWidgets
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance, Contains Instanced Reference
Lifetime Condition: None