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doc updates
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Mikea15 committed Sep 7, 2024
1 parent 48481ed commit 0c5c2b7
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25 changes: 24 additions & 1 deletion src/content/docs/reference/FPTask_PlayAnimation.mdx
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Expand Up @@ -19,4 +19,27 @@ __Parent Classes:__
[ `UFlowPilotTask` ]



Play Animation
- Can Play an animation on many Pawns
- Can wait for animations to finish to continue

### Properties

```cpp
// Actors this animation asset will be played on
UPROPERTY(EditAnywhere, Category="FlowPilot")
FFlowActorReference ActorsToPlayAnimationOn;

// Animation Asset to use
UPROPERTY(EditAnywhere, Category="FlowPilot")
TSoftObjectPtr<UAnimationAsset> AnimationAsset;

// Loop animation if true
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bLooping : 1;

// Waits for animation to complete to continue execution
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bWaitForAnimationEnd : 1;

```
8 changes: 8 additions & 0 deletions src/content/docs/reference/FPTask_PlaySound.mdx
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Expand Up @@ -26,4 +26,12 @@ Plays SoundCues or SoundWaves
UPROPERTY(EditAnywhere, Category = "FlowPilot")
FFlowActorReference ActorReference;

// SoundCue to Play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundCue> SoundToPlay;

// SoundWave to Play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundWave> SoundWaveToPlay;

```
41 changes: 41 additions & 0 deletions src/content/docs/reference/FPTask_PlaySound2D.mdx
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Expand Up @@ -18,3 +18,44 @@ __Parent Classes:__


Play 2D Sounds

### Properties

```cpp
// SoundCue to play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundCue> SoundToPlay;

// SoundWave to play
UPROPERTY(EditAnywhere, Category="FlowPilot")
TObjectPtr<USoundWave> SoundWaveToPlay;

// Is UI Sound
UPROPERTY(EditAnywhere, Category="FlowPilot")
uint8 bIsUISound : 1;

// Volume Multiplier
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
float VolumeMultiplier = 1.0f;

// Pitch Multiplier
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
float PitchMultiplier = 1.0f;

// Play Start time
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
float StartTime = 0.0f;

// Concurrency Settings
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
USoundConcurrency* ConcurrencySettings = nullptr;

// If the Sound persists across level changes
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
bool bPersistAcrossLevels = false;

// Automatically destroy sound when finished playing
UPROPERTY(EditAnywhere, Category="FlowPilot", AdvancedDisplay)
bool bAutoDestroy = true;

```
2 changes: 1 addition & 1 deletion src/content/docs/reference/FPTask_SpawnClass.mdx
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Expand Up @@ -22,7 +22,7 @@ Spawns a Class
### Properties

```cpp
// SpawnLifetime dictates when we Destroy this Actor, (or leave it alive forever)
// Spawn Lifetime dictates when we Destroy this Actor or leave it alive forever
UPROPERTY(EditAnywhere, Category = "FlowPilot")
EFlowActorSpawnLifetime ActorSpawnLifetime = EFlowActorSpawnLifetime::Persistent;

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4 changes: 4 additions & 0 deletions src/content/docs/reference/FPTask_TriggerDistance.mdx
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Expand Up @@ -54,6 +54,10 @@ FFlowActorReference FirstActorReference;
UPROPERTY(EditAnywhere, Category = "FlowPilot")
ETriggerDistanceOp Operation = ETriggerDistanceOp::LessThan;

// Distance Method
UPROPERTY(EditAnywhere, Category = "FlowPilot")
EDistanceMethod Method = EDistanceMethod::Distance3D;

// Threshold to check distance against
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(ClampMin=0.0f))
float ThresholdDistance;
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