Navigation
API > API/Plugins > API/Plugins/RemoteControlLogic > API/Plugins/RemoteControlLogic/Behaviour
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- URCBehaviour
- URCBehaviourBind
- URCBehaviourConditional
- URCRangeMapBehaviour
- URCSetAssetByPathBehaviour
References
| Module | RemoteControlLogic |
| Header | /Engine/Plugins/VirtualProduction/RemoteControl/Source/RemoteControlLogic/Public/Behaviour/RCBehaviour.h |
| Include | #include "Behaviour/RCBehaviour.h" |
Syntax
UCLASS&40;BlueprintType&41;
class URCBehaviour : public UObject
Remarks
Base class for remote control behaviour.
Behaviour is container for:
- Set of behaviour conditions
- And associated actions which should be executed if that is passed the behaviour
Behaviour can be extended in Blueprints or CPP classes
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< URCActionContainer > | ActionContainer | Action container which is associated with current behaviour | |
| TSubclassOf< URCBehaviourNode > | BehaviourNodeClass | Associated cpp behaviour | |
| bool | bExecuteBehavioursDuringPreChange | Indicates whether we want a behavour to trigger during live scrubbing of values. | |
| bool | bIsEnabled | Whether this Behaviour is currently enabled. | |
| TWeakObjectPtr< URCController > | ControllerWeakPtr | Reference to controller virtual property with this behaviour | |
| FGuid | Id | Behaviour Id | |
| FSoftClassPath | OverrideBehaviourBlueprintClassPath | Class path to associated blueprint class behaviour |
Constructors
| Type | Name | Description | |
|---|---|---|---|
URCBehaviour () |
Functions
| Type | Name | Description | |
|---|---|---|---|
| URCAction * | AddAction
(
const TSharedRef< const FRemoteControlField > InRemoteControlField |
Add a Logic action using a remote control field as input | |
| bool | CanHaveActionForField
(
const TSharedPtr< FRemoteControlField > InRemoteControlField |
Whether we can create an action pertaining to a given remote control field for the current behaviour | |
| URCAction * | DuplicateAction
(
URCAction* InAction, |
Duplicates an Action belonging to us into a given target behaviour | |
| void | Execute () |
Execute the behaviour | |
| const FText & | Get Description for this Behaviour | ||
| URCBehaviourNode * | It created the node if it called first time If BehaviourNodeClass changes it creates new instance Or just return cached one | ||
| UBlueprint * | GetBlueprint () |
Return blueprint instance associated with behaviour if exists | |
| const FText & | Get Display Name for this Behaviour | ||
| int32 | Get number of action associated with behaviour | ||
| UClass * | Return blueprint class associated with behaviour if exists | ||
| void | Initialize () |
Initialize behaviour functionality | |
| void | SetOverrideBehaviourBlueprintClass
(
UBlueprint* InBlueprint |
Set blueprint class for this behaviour |