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API > API/Plugins > API/Plugins/ModularGameplay > API/Plugins/ModularGameplay/Components
References
| Module | ModularGameplay |
| Header | /Engine/Plugins/Experimental/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkInitStateInterface.h |
| Include | #include "Components/GameFrameworkInitStateInterface.h" |
Syntax
class IGameFrameworkInitStateInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| FDelegateHandle | ActorInitStateChangedHandle | Default handle created from calling BindOnActorInitStateChanged |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BindOnActorInitStateChanged
(
FName FeatureName, |
Call to bind the OnActorInitStateChanged function to the appropriate delegate on the component manager | |
| bool | CanChangeInitState
(
UGameFrameworkComponentManager* Manager, |
Should be overridden to perform class-specific checks to see if the desired state can be reached | |
| void | Override to try and progress the default initialization path, likely using ContinueInitStateChain | ||
| void | This will call CheckDefaultInitialization on all other feature implementers using this interface, useful to update the state of any dependencies | ||
| FGameplayTag | ContinueInitStateChain
(
const TArray< FGameplayTag >& InitStateChain |
Tries to follow a chain of connected init states, will progress states in order and returns the final state reached | |
| UGameFrameworkComponentManager * | Gets the component manager corresponding to this object based on owning actor | ||
| FName | Returns the feature this object implements, this interface is only meant for simple objects with a single feature like Actor | ||
| FGameplayTag | GetInitState () |
Returns the current feature state of this object, the default behavior is to query the manager | |
| AActor * | Returns the Actor this object is bound to, might be this object | ||
| void | HandleChangeInitState
(
UGameFrameworkComponentManager* Manager, |
Should be overridden to perform class-specific state changes, this is called right before notifying the component manager | |
| bool | HasReachedInitState
(
FGameplayTag DesiredState |
Checks the component manager to see if we have already reached the desired state or a later one | |
| void | OnActorInitStateChanged
(
const FActorInitStateChangedParams& Params |
Signature for handling a game feature state, this is not registered by default | |
| bool | RegisterAndCallForInitStateChange
(
FGameplayTag RequiredState, |
Binds a BP delegate to get called on a state change for this feature | |
| void | Call to register with the component manager during spawn if this is a game world | ||
| bool | TryToChangeInitState
(
FGameplayTag DesiredState |
Checks to see if a change is possible, then calls execute and notify | |
| bool | Unbinds a BP delegate from changes to this feature | ||
| void | Unregisters state and delegate binding with component manager |