#include <PlayerFlowDefinitionBase.h>
◆ GetPlayerActor()
| FORCEINLINE AActor * UPlayerFlowDefinitionBase::GetPlayerActor |
( |
| ) |
const |
|
inlineprotected |
27 {
29 }
TWeakObjectPtr< AActor > PlayerActor
Definition PlayerFlowDefinitionBase.h:39
◆ GetPlayerManagementSubsystem()
22 {
24 }
TWeakObjectPtr< UPlayerManagementSubsystem > PlayerManagementSubsystem
Definition PlayerFlowDefinitionBase.h:36
◆ HandleFlowReset()
| void UPlayerFlowDefinitionBase::HandleFlowReset |
( |
| ) |
|
|
overrideprotectedvirtual |
◆ StartPlayerFlow()
| bool UPlayerFlowDefinitionBase::StartPlayerFlow |
( |
UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
|
|
AActor * |
InPlayerActor |
|
) |
| |
|
protected |
11{
12 if (InPlayerManagementSubsystem ==
nullptr || InPlayerActor ==
nullptr ||
IsRunning())
13 {
14 return false;
15 }
16
19
20 if (
StartFlow(InPlayerManagementSubsystem) ==
false)
21 {
24 return false;
25 }
26 else
27 {
28 return true;
29 }
30}
FORCEINLINE bool IsRunning() const
Definition FlowDefinitionBase.h:26
bool StartFlow(UObject *InFlowOwner)
Definition FlowDefinitionBase.cpp:7
◆ PlayerActor
| TWeakObjectPtr<AActor> UPlayerFlowDefinitionBase::PlayerActor |
|
private |
◆ PlayerManagementSubsystem
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