41 UFUNCTION(BlueprintCallable, Category =
"SectionGate")
44 void ApplyGateState(
EGateState NewState,
bool bForce =
false);
47 UFUNCTION(BlueprintPure, Category =
"SectionGate")
53 UFUNCTION(BlueprintPure, Category =
"SectionGate")
59 UFUNCTION(BlueprintPure, Category =
"SectionGate")
60 FORCEINLINE
bool IsLocked()
const
65 UFUNCTION(BlueprintPure, Category =
"SectionGate")
66 virtual UStageEventListenerComponent* GetEventListenerComponent()
const override
68 return EventListenerComponent;
72 virtual void BeginPlay()
override;
75 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"SectionGate")
76 TObjectPtr<UStageEventListenerComponent> EventListenerComponent;
78 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "
SectionGate")
79 TObjectPtr<UBoxComponent> BoxComponent;
81 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "
SectionGate")
85 UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadOnly, Category = "
SectionGate", meta = (AllowPrivateAccess = "true"))