FPrimeDialogForgeConfig

v1.0
View as Markdown

FPrimeDialogForgeConfig belongs to the PrimeDialog Forge runtime module.

Eiusmod sed nostrud adipiscing cillum veniam voluptate exercitation ex tempor esse. Dolore nostrud eiusmod ipsum do commodo ipsum quis ad dolore veniam cillum do. Dolore consequat laboris enim irure pariatur quis nisi ea. Occaecat adipiscing aute lorem lorem ad in nisi.

Declaration

 1UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 2class PRIME_DIALOG_FORGE_API UMyComponent : public UActorComponent
 3{
 4    GENERATED_BODY()
 5
 6public:
 7    UMyComponent();
 8
 9    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
10    float UpdateInterval = 0.1f;
11
12    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
13    bool bAutoActivate = true;
14
15    UFUNCTION(BlueprintCallable, Category = "PrimeDialog Forge")
16    void SetConfiguration(const FMyConfig& Config);
17
18protected:
19    virtual void BeginPlay() override;
20    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
21
22private:
23    FMyConfig CurrentConfig;
24    float TimeSinceLastUpdate = 0.0f;
25};

Members

Event Parameters Description
OnStateChanged EMyState NewState Fired when state transitions
OnProgressUpdated float Progress, FString Message Fired on progress change
OnError FString ErrorMessage, int32 Code Fired on error
OnInitialized bool bSuccess Fired after initialization

Example

 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}

Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.