#include <PlayerSpawnFlowDefinition.h>
◆ UPlayerSpawnFlowDefinition()
| UPlayerSpawnFlowDefinition::UPlayerSpawnFlowDefinition |
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| ) |
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10{
12}
FUIContext PlayerRootHUDContext
Definition PlayerSpawnFlowDefinition.h:43
FGameplayTag LayerTag
Definition UIContext.h:21
◆ GetPlayerRootHUDContext()
| FORCEINLINE FUIContext UPlayerSpawnFlowDefinition::GetPlayerRootHUDContext |
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const |
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inline |
◆ HandleFlowStarted()
| void UPlayerSpawnFlowDefinition::HandleFlowStarted |
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UObject * |
InFlowOwner | ) |
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overrideprotectedvirtual |
UFlowDefinitionBase(으)로부터 재구현되었습니다.
22{
23 Super::HandleFlowStarted(InFlowOwner);
25}
FORCEINLINE AActor * GetPlayerActor() const
Definition PlayerFlowDefinitionBase.h:26
FORCEINLINE UPlayerManagementSubsystem * GetPlayerManagementSubsystem() const
Definition PlayerFlowDefinitionBase.h:21
void PlaySpawnFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
◆ PlaySpawnFlow()
| void UPlayerSpawnFlowDefinition::PlaySpawnFlow |
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UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
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AActor * |
InPlayerActor |
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) |
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protected |
◆ PlaySpawnFlow_Implementation()
| virtual void UPlayerSpawnFlowDefinition::PlaySpawnFlow_Implementation |
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UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
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AActor * |
InPlayerActor |
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) |
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inlineprotectedvirtual |
◆ StartPlayerSpawnFlow()
| bool UPlayerSpawnFlowDefinition::StartPlayerSpawnFlow |
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UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
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AActor * |
InPlayerActor |
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) |
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16{
18}
bool StartPlayerFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
Definition PlayerFlowDefinitionBase.cpp:10
◆ PlayerRootHUDContext
| FUIContext UPlayerSpawnFlowDefinition::PlayerRootHUDContext |
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protected |
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