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GCN_
Gameplay Cue Notifies (UGameplayCueNotify)
GCNL_
Latent Gameplay Cue Notifies (Inherits from AGameplayCueNotify_Actor and subclasses.)
Phase_
Game Phase Abilities
AbilitySet_
Ability Set
IA_
Input Action
InputData_
Lyra Input Config
W_
Widget UI
B_
All other blueprints such as pawn types, item spawners, etc.
Code Example:
| */ Defines the game phase this game phase ability is part of. For example, if your game phase is GamePhase.RoundStart, then it will cancel all sibling phases. So, if you had a phase such as GamePhase.WaitingToStart that was active, starting the ability part of RoundStart would end WaitingToStart. However, to get nested behaviors you can also nest the phases. For example, GamePhase.Playing.NormalPlay, is a sub-phase of the parent GamePhase.Playing, so changing the sub-phase to GamePhase.Playing.SuddenDeath, would stop any ability tied to GamePhase.Playing.*, but wouldn't end any ability tied to the GamePhase.Playing phase. UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Game Phase") FGameplayTag GamePhaseTag; |
Remarks
The associated Player State and Input Component have been replicated to the Pawn, and are valid.
Blueprint Header View
The Blueprint Header View converts Unreal Engine Blueprint Classes and Blueprint Structs to C++ code.
The Blueprint Header View is similar to Blueprint Nativization.
During the conversion process, the Blueprint Header View creates C++-style declarations for the following elements of your Blueprint:
Variables
Functions
Actor components
Event dispatchers
To use the Blueprint Header View in your project, do the following:
Right-click a Blueprint Class or Struct in the Content Browser.
From the context menu, select Preview Equivalent C++ Header.
When you select Preview Equivalent C++ Header from the menu, the C++ Header Preview window opens. The window displays your Blueprint's Variables, Functions, Actor Components, and Event Dispatchers.
Click the Settings button to open a drop-down list of style and sort options.
The Sort Method provides options to sort the display of your Blueprint Classes and Properties in the C++ Header Preview window. Select from the following Sort Method values:
Style is similar to syntax highlighting. You can adjust the Font Size and Color RGB of the syntax and selection color, in the C++ Header preview window. You can configure the following syntax elements:
Comment
Error
Macro
Typename
Identifier
Keyword
Changing the Selection Color controls the selection highlighting when using your mouse in the C++ Header Preview.
Use the Blueprint Header View
C++ Header Preview
Settings
None
Properties appear in the same order as they appear in the Blueprint class.
Sort By Access Specifier
Properties are grouped together by Access Specifiers in order of visibility(public, protected, private.)
Sort For Optimal Padding