Trigger & Relay Plugin 1.0.0
Easy signal setups done right
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UFtsRelayListenerConnection Class Reference

A custom spline mesh component that visualizes connections between Relays. More...

#include <FtsRelayListenerConnection.h>

Inheritance diagram for UFtsRelayListenerConnection:

Public Member Functions

 UFtsRelayListenerConnection ()
void SetListenTarget (AActor *InListenTarget, FName InTriggerId=NAME_None)
virtual void BeginPlay () override
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override

Protected Member Functions

void UpdateVisualization ()
void ClearConnectionDelegates () const
void BindConnectionDelegates ()
void ConnectionTransformUpdated (USceneComponent *InRootComponent, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport)
void SignalReceived (const FInstancedStruct &Signal)

Protected Attributes

FFtsTriggerSignalEmittedDelegate SignalDelegate
TObjectPtr< AActor > ListenTarget
FName TriggerId = NAME_None

Detailed Description

A custom spline mesh component that visualizes connections between Relays.

Constructor & Destructor Documentation

◆ UFtsRelayListenerConnection()

UFtsRelayListenerConnection::UFtsRelayListenerConnection ( )

Member Function Documentation

◆ BeginPlay()

void UFtsRelayListenerConnection::BeginPlay ( )
overridevirtual

◆ BindConnectionDelegates()

void UFtsRelayListenerConnection::BindConnectionDelegates ( )
protected

Binds to the listen targets event callbacks

◆ ClearConnectionDelegates()

void UFtsRelayListenerConnection::ClearConnectionDelegates ( ) const
protected

Clears the event callbacks from the listen target

◆ ConnectionTransformUpdated()

void UFtsRelayListenerConnection::ConnectionTransformUpdated ( USceneComponent * InRootComponent,
EUpdateTransformFlags UpdateTransformFlags,
ETeleportType Teleport )
protected

Callback for transform update event of owner or listen target so connection visualization can be updated

Parameters
InRootComponentMoved component
UpdateTransformFlagsMovement flags
TeleportTeleport Type

◆ EndPlay()

void UFtsRelayListenerConnection::EndPlay ( const EEndPlayReason::Type EndPlayReason)
overridevirtual

◆ SetListenTarget()

void UFtsRelayListenerConnection::SetListenTarget ( AActor * InListenTarget,
FName InTriggerId = NAME_None )

◆ SignalReceived()

void UFtsRelayListenerConnection::SignalReceived ( const FInstancedStruct & Signal)
protected

Callback for signals from the observed trigger

Parameters
SignalThe received signal data

◆ UpdateVisualization()

void UFtsRelayListenerConnection::UpdateVisualization ( )
protected

Updates the spline positions and activation status color

Member Data Documentation

◆ ListenTarget

TObjectPtr<AActor> UFtsRelayListenerConnection::ListenTarget
protected

Pointer to the outgoing connection's emitter

◆ SignalDelegate

FFtsTriggerSignalEmittedDelegate UFtsRelayListenerConnection::SignalDelegate
protected

◆ TriggerId

FName UFtsRelayListenerConnection::TriggerId = NAME_None
protected

Optional trigger id to connect to


The documentation for this class was generated from the following files: