| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueTranslator.h |
Include |
#include "GameplayCueTranslator.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class UGameplayCueTranslator : public UObject
This is the base class for GameplayCue Translators. This is what games must extend from in order to add their own rules. These are not instantiated, and are basically just a holder for virtual functions that are called on the CDO.
There are two main things this class provides:
A set of translation rules. E.g., "I translate GameplayCue.A.B.C into GameplayCue.X.B.C", or rather "I translate A into X". (GetTranslationNameSpawns)
A runtime function to actually do the translation, based on the actors and parameters involved in the gameplay cue event. (GameplayCueToTranslationIndex)
Name | Description | ||
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GameplayCueToTranslationIndex ( |
Runtime function to mapping Tag/Actor/Parameters to a translation index. The returned index here maps to the array was modified in ::GetTranslationNameSpawns |
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GetPriority() |
Sorting priority. Higher number = first chance to translate a tag. |
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GetTranslationNameSpawns |
Return (via out param) list of tag swaps you will do. This should be deterministic/order matters for later! |
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IsEnabled() |
Whether this translator class should be enabled. Useful for disabling WIP translators. |
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ShouldShowInTopLevelFilterList() |
Whether this translator should be shown in the top level view of the filter tree in the gameplaycue editor. If false, we will only add this as children of top level translators. |