18 FORCEINLINE UTexture2D*
GetTexture(
const int32 Index,
const bool IsCritical)
const
20 return IsCritical ? CriticalNumberTextures[Index] : DefaultNumberTextures[Index];
24 UFUNCTION(BlueprintCallable, Category =
"Damage Text")
25 TArray<UTexture2D*> GetNumberTextures(int32 Damage,
bool IsCritical, int32& OutDamageTextLength) const;
28 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Damage Text")
29 TArray<TObjectPtr<UTexture2D>> CriticalNumberTextures;
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Damage Text")
32 TArray<TObjectPtr<UTexture2D>> DefaultNumberTextures;
Definition GC_DamageText.h:14
FORCEINLINE UTexture2D * GetTexture(const int32 Index, const bool IsCritical) const
Definition GC_DamageText.h:18