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[Conditional Behaviour]
Supports unique conditions per action that allow powerful Logic & Rigging of multiple usecases including Tricode based multi-mapping (selector behaviour), simulation of Hide On Empty behaviours, etc.
| Name | URCBehaviourConditional |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/RemoteControl/Source/RemoteControlLogic/Public/Behaviour/Builtin/Conditional/RCBehaviourConditional.h |
| Include Path | #include "Behaviour/Builtin/Conditional/RCBehaviourConditional.h" |
Syntax
UCLASS ()
class URCBehaviourConditional : public URCBehaviour
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URCBehaviour → URCBehaviourConditional
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URCBehaviourConditional() |
Behaviour/Builtin/Conditional/RCBehaviourConditional.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Comparand | TObjectPtr< URCVirtualPropertySelfContainer > | Virtual property used to build the Comparand - i.e. the property with which the Controller will be compared for a given condition | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
| Conditions | TMap< TObjectPtr< URCAction >, FRCBehaviourCondition > | Data storage for Actions and related Conditions; stored as a mapping of Action object and associated condition data Each Action is associated with a unique condition (for the Conditional Behaviour) | Behaviour/Builtin/Conditional/RCBehaviourConditional.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URCAction * AddConditionalAction
(
const TSharedRef< const FRemoteControlField > InRemoteControlField, |
Add a Logic action using a remote control field as input | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
FText GetConditionTypeAsText
(
ERCBehaviourConditionType ConditionType |
User-friendly text representation of a condition enum. | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
void OnActionAdded
(
URCAction* Action, |
~ OnActionAdded ~ Invoked after a new condition action has just been created. | Behaviour/Builtin/Conditional/RCBehaviourConditional.h |
Overridden from URCBehaviour
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanHaveActionForField
(
const TSharedPtr< FRemoteControlField > InRemoteControlField |
Whether we can create an action pertaining to a given remote control field for the current behaviour | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
virtual URCAction * DuplicateAction
(
URCAction* InAction, |
Duplicates an Action belonging to us into a given target behaviour | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
virtual void Initialize() |
Initialize behaviour functionality. Called just once when created by a controller. | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
virtual void NotifyActionValueChanged
(
URCAction* InChangedAction |
Called when an action value changed | Behaviour/Builtin/Conditional/RCBehaviourConditional.h | |
virtual bool SupportPropertyId() |
Whether the behaviour support property id | Behaviour/Builtin/Conditional/RCBehaviourConditional.h |
Protected
Overridden from URCBehaviour
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExecuteInternal
(
const TSet< TObjectPtr< URCAction > >& InActionsToExecute |
Execute all the action if not provided a valid Action otherwise will only execute the given action | Behaviour/Builtin/Conditional/RCBehaviourConditional.h |