Navigation
API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/TConsumableValue
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ValueType Apply
(
const ValueType InTarget |
Applies the consumable to the given value and returns the new value. | Math/ConsumableValue.h | |
ValueType Apply
(
const ValueType InTarget, |
Applies the consumable to the given value and returns the new value. | Math/ConsumableValue.h |
Apply(const ValueType)
Description
Applies the consumable to the given value and returns the new value.
This is meant to be used as follows:
MyFooBar = Consumable.Apply(MyFooBar);
After this, the consumable doesn't have any value left in it anymore, so HasValue() will return false and further calls to Apply() will just return the same value as the given parameter.
| Name | Apply |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Math/ConsumableValue.h |
| Include Path | #include "Math/ConsumableValue.h" |
ValueType Apply
(
const ValueType InTarget
)
Apply(const ValueType, const ValueType, const ValueType)
Description
Applies the consumable to the given value and returns the new value. However, check that the return value falls within the given min/max bounds. If not, only consume enough to reach those bounds and leave the rest to be consumed later.
This is meant to be used as follows:
MyFooBar = Consumable.Apply(MyFooBar, MyMin, MyMax);
After this, the consumable may or may not have any value left in it, depending on whether the given min/max bounds were reached.
| Name | Apply |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Math/ConsumableValue.h |
| Include Path | #include "Math/ConsumableValue.h" |
ValueType Apply
(
const ValueType InTarget,
const ValueType InMinTarget,
const ValueType InMaxTarget
)