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API > API/Plugins > API/Plugins/ModularGameplay
| Name | IGameFrameworkInitStateInterface |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkInitStateInterface.h |
| Include Path | #include "Components/GameFrameworkInitStateInterface.h" |
Syntax
class IGameFrameworkInitStateInterface
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BindOnActorInitStateChanged
(
FName FeatureName, |
Call to bind the OnActorInitStateChanged function to the appropriate delegate on the component manager | Components/GameFrameworkInitStateInterface.h | |
virtual bool CanChangeInitState
(
UGameFrameworkComponentManager* Manager, |
Should be overridden to perform class-specific checks to see if the desired state can be reached | Components/GameFrameworkInitStateInterface.h | |
virtual void CheckDefaultInitialization() |
Override to try and progress the default initialization path, likely using ContinueInitStateChain | Components/GameFrameworkInitStateInterface.h | |
virtual void CheckDefaultInitializationForImplementers() |
This will call CheckDefaultInitialization on all other feature implementers using this interface, useful to update the state of any dependencies | Components/GameFrameworkInitStateInterface.h | |
virtual 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 | Components/GameFrameworkInitStateInterface.h | |
UGameFrameworkComponentManager * GetComponentManager() |
Gets the component manager corresponding to this object based on owning actor | Components/GameFrameworkInitStateInterface.h | |
virtual FString GetDebugState() |
Returns Current state and any additional debug information for the active state | Components/GameFrameworkInitStateInterface.h | |
virtual FName GetFeatureName() |
Returns the feature this object implements, this interface is only meant for simple objects with a single feature like Actor | Components/GameFrameworkInitStateInterface.h |
|
virtual FGameplayTag GetInitState() |
Returns the current feature state of this object, the default behavior is to query the manager | Components/GameFrameworkInitStateInterface.h |
|
virtual AActor * GetOwningActor() |
Returns the Actor this object is bound to, might be this object | Components/GameFrameworkInitStateInterface.h | |
virtual void HandleChangeInitState
(
UGameFrameworkComponentManager* Manager, |
Should be overridden to perform class-specific state changes, this is called right before notifying the component manager | Components/GameFrameworkInitStateInterface.h | |
virtual bool HasReachedInitState
(
FGameplayTag DesiredState |
Checks the component manager to see if we have already reached the desired state or a later one | Components/GameFrameworkInitStateInterface.h |
|
virtual void OnActorInitStateChanged
(
const FActorInitStateChangedParams& Params |
Signature for handling a game feature state, this is not registered by default | Components/GameFrameworkInitStateInterface.h | |
virtual bool RegisterAndCallForInitStateChange
(
FGameplayTag RequiredState, |
Binds a BP delegate to get called on a state change for this feature | Components/GameFrameworkInitStateInterface.h |
|
virtual void RegisterInitStateFeature() |
Call to register with the component manager during spawn if this is a game world | Components/GameFrameworkInitStateInterface.h | |
virtual bool TryToChangeInitState
(
FGameplayTag DesiredState |
Checks to see if a change is possible, then calls execute and notify | Components/GameFrameworkInitStateInterface.h | |
virtual bool UnregisterInitStateDelegate
(
FActorInitStateChangedBPDelegate Delegate |
Unbinds a BP delegate from changes to this feature | Components/GameFrameworkInitStateInterface.h |
|
virtual void UnregisterInitStateFeature() |
Unregisters state and delegate binding with component manager | Components/GameFrameworkInitStateInterface.h |