EPrimeDialogForgeMode
EPrimeDialogForgeMode belongs to the PrimeDialog Forge runtime module.
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Declaration
1Blueprint Setup:
21. Open your Actor Blueprint
32. Add Component > search "My Plugin Component"
43. In the Details panel, set:
5 - Update Interval: 0.1
6 - Auto Activate: true
7 - Max Instances: 50
84. Connect the OnStateChanged event to your handler
95. Compile and Save the Blueprint
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
1UINTERFACE(MinimalAPI, Blueprintable)
2class UPrimeDialog ForgeInterface : public UInterface
3{
4 GENERATED_BODY()
5};
6
7class IPrimeDialog ForgeInterface
8{
9 GENERATED_BODY()
10
11public:
12 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
13 void OnPluginActivated(bool bSuccess);
14
15 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
16 FMyResult ProcessData(const FMyInput& Input);
17
18 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PrimeDialog Forge")
19 bool CanExecute() const;
20};