WBP_UnitHUD_Stats_Srpg

October 03, 2024

WBP_UnitHUD_Stats_Srpg

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

.. cpp:class:: WBP_UnitHUD_Stats_Srpg : public UserWidget

.. cpp:function:: void AddStatusIcon(exec then, Object StatPayload)

  Type: 

  Category: Default

  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 ControlFade(exec then, Vector CameraLocation, double AdjustedFOV)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg CameraLocation: 
  :type CameraLocation: Vector
  :arg AdjustedFOV: 
  :type AdjustedFOV: double

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. 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 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 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 ResizeBasedOnCameraDistance(exec then, Vector CameraLocation, double AdjustedFOV)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg CameraLocation: 
  :type CameraLocation: Vector
  :arg AdjustedFOV: 
  :type AdjustedFOV: 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 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_Stats_Srpg

  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_Stats_Srpg

  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:: Border NumberBorder

  Category: WBP_UnitHUD_Stats_Srpg

  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:: TextBlock StackNumber

  Category: WBP_UnitHUD_Stats_Srpg

  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

  

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