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A sticky note. Level designers can place these in the level and then view them as a batch in the error/warnings window.
| Name | ANote |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Note.h |
| Include Path | #include "Engine/Note.h" |
Syntax
UCLASS (MinimalAPI, HideCategories=(Input),
ShowCategories=("Input|MouseInput", "Input|TouchInput"))
class ANote : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ANote
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ANote
(
const FObjectInitializer& ObjectInitializer |
Engine/Note.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Text | FString | Engine/Note.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArrowComponent | TObjectPtr< class UArrowComponent > | Reference to arrow visualization component. | Engine/Note.h | |
| SpriteComponent | TObjectPtr< class UBillboardComponent > | Reference to sprite visualization component. | Engine/Note.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UArrowComponent * GetArrowComponent() |
Returns ArrowComponent subobject | Engine/Note.h | |
UBillboardComponent * GetSpriteComponent() |
Returns SpriteComponent subobject | Engine/Note.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | Engine/Note.h |