22 bool TryPreAllocation(int32 DamageStringLength);
25 UFUNCTION(BlueprintCallable, Category =
"DamageText")
26 void SetAndShowDamageText(
const int32 DamageStringLength,
const TArray<UTexture2D*> NumberTextures);
29 UFUNCTION(BlueprintPure, Category =
"DamageText")
30 FORCEINLINE int32 GetDamageTextCount()
32 return CachedDamageNumberWidgets.Num();
35 UFUNCTION(BlueprintPure, Category =
"DamageText")
36 FORCEINLINE
float GetActiveInterval()
38 return ActiveInterval;
42 virtual void NativeConstruct()
override;
44 UFUNCTION(BlueprintCallable, Category =
"DamageText")
45 UWrapBoxSlot* SpawnDamageNumberWidgets(int32 Index, UTexture2D* NumberTexture);
50 UFUNCTION(BlueprintImplementableEvent, Category = "DamageText")
51 void ScheduleDamageNumberSpawns(int32 DamageStringLength, const TArray<UTexture2D*>& NumberTextures);
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DamageText", meta = (ClampMin = 0.01f, ClampMax = 2.0f))
56 float ActiveInterval = 0.1f;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DamageText")
61 UPROPERTY(BlueprintReadWrite, Category = "DamageText", meta = (BindWidget))
62 TObjectPtr<UWrapBox> DamageTextureContainer;
68 int32 FinishedDamageNumberWidgetCount = 0;