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Timers and Delegates #1

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Timers and Delegates #1

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norab7
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@norab7 norab7 commented Jan 23, 2024

  • Timers & Delays
  • Blueprint Dispatchers
  • Basic Actions
  • Improved End Logic flow
  • ActionUID

- Timers & Delays
- Blueprint Dispatchers
- Basic Actions
- Improved Logic flow
- ActionUID
- JustAction actor
Source/SimpleActions/Private/SimpleAction.cpp Outdated Show resolved Hide resolved
Source/SimpleActions/Public/SimpleAction.h Show resolved Hide resolved
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Source/SimpleActions/Public/SimpleAction.h Show resolved Hide resolved
}
}

void USimpleAction::StartAction_Bound(AActor* NewActionActor, AActor* NewInstigator, FOnActionStartedDelegate Started, FOnActionInterruptedDelegate Interrupted, FOnActionEndedDelegate Ended, FOnActionCompleteDelegate Complete, FOnActionFailedDelegate Failed) {
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I'm iffy about this pattern being in here.

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If you can figure out another method I'm all ears.

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@BenVlodgi
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Can you show the difference between how the properties for an action show up if their categories are collapsed or not?

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I'll wait for the change to finishing dispatcher to use enum/tags instead of splitting it.

I also see some egyptian brackets in there.

@@ -43,6 +43,17 @@ UWorld* USimpleAction::GetWorld() const
return nullptr;
}

FString USimpleAction::GetActionUID()
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Store as FGuid

Source/SimpleActions/Public/SimpleAction.h Show resolved Hide resolved
TArray<TObjectPtr<USimpleAction>> Actions;

FSimpleActionList() : FSimpleActionList(TArray<USimpleAction*>()) {}
FSimpleActionList(TArray<USimpleAction*> Actions) {
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the constructor is only called for making a new object. the new was to avoid name conflicting, might not be necessary.

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2 participants