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Mikea15 committed Sep 1, 2024
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37 changes: 37 additions & 0 deletions src/content/docs/reference/FPTagActorComponent.mdx
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---
title: UFPTagActorComponent
description: Reference page for UFPTagActorComponent class
---

import Ref from '../../../components/Ref.astro'

<Ref c="UFPTagActorComponent" p="UDeveloperSettings" />

### Description

`UFPTagActorComponent` is a helper component that adds `FGameplayTag`'s to an Actor.
You can add the tag in `BeingPlay`, or by default in `InitializeComponent`.

## Class Info
__Parent Class:__ `UActorComponent`

### Properties

| Property | Description |
| :--- | :--- |
| `FGameplayTagContainer TagsToAdd;` | |

### Functions

#### `UFPTagActorComponent`

```cpp
UFPTagActorComponent();
```

#### `InitializeComponent`

```cpp
virtual void InitializeComponent() override;
```

69 changes: 69 additions & 0 deletions src/content/docs/reference/FPTaskRunner.mdx
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---
title: UFPTaskRunner
description: Reference page for UFPTaskRunner class
---

## Class Info
__Parent Class:__ `UFlowPilotParent`

### Properties

| Property | Description |
| :--- | :--- |

### Functions

#### `UFPTaskRunner`

```cpp
UFPTaskRunner();
```

#### `Setup`

```cpp
virtual void Setup(FFlowContext* InContext) override;
```
#### `Enter`
```cpp
virtual bool Enter() override;
```

#### `Tick`

```cpp
virtual EFPTaskResult Tick(float DeltaTime) override;
```
#### `Exit`
```cpp
virtual void Exit(EFPTaskResult TaskResult) override;
```

#### `Reset`

```cpp
virtual void Reset() override;
```

#### `InternalEnterChildTask`

```cpp
bool InternalEnterChildTask();
```

#### `InternalExitChildTask`

```cpp
void InternalExitChildTask(EFPTaskResult TaskResult);
```
#### `GetNextTaskIndex`
```cpp
uint32 GetNextTaskIndex() const;
```

73 changes: 73 additions & 0 deletions src/content/docs/reference/FPTask_BlueprintBase.mdx
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---
title: UFPTask_BlueprintBase
description: Reference page for UFPTask_BlueprintBase class
---

## Class Info
### Properties

| Property | Description |
| :--- | :--- |

### Functions

#### `Setup`

```cpp
virtual void Setup(FFlowContext* InContext) override;
```
#### `Enter`
```cpp
virtual bool Enter() override;
```

#### `Tick`

```cpp
virtual EFPTaskResult Tick(float DeltaTime) override;
```
#### `Exit`
```cpp
virtual void Exit(EFPTaskResult TaskResult) override;
```

#### `ReceiveSetup`
Implement setup method.
Called once, during FlowPilot Execution, even after restarts.
```cpp
UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
void ReceiveSetup();
```
#### `ReceiveEnter`
Implement enter Task
```cpp
UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
bool ReceiveEnter();
```

#### `ReceiveTick`
Implement tick Task
```cpp
UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
EFPTaskResult ReceiveTick(float DeltaTime);
```
#### `ReceiveExit`
Implement exit Task
```cpp
UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
void ReceiveExit(EFPTaskResult TaskResult);
```

#### `ReceiveGetRuntimeDescription`
Implement Runtime Description for debug purposes
```cpp
UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
void ReceiveGetRuntimeDescription(TArray<FString>& OutLines) const;
```
35 changes: 35 additions & 0 deletions src/content/docs/reference/FPTask_Delay.mdx
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---
title: UFPTask_Delay
description: Reference page for UFPTask_Delay class
---

## Class Info
__Parent Class:__ `UFlowPilotTask`

### Properties

| Property | Description |
| :--- | :--- |
| `float DelayTime = 0.0f;` | |
| `float RandomDeviation = 0.0f;` | Adds random deviation (TimeAmount - RndDev, TimeAmount + RndDev), Clamped (0.0f - T) |

### Functions

#### `UFPTask_Delay`

```cpp
UFPTask_Delay();
```

#### `Enter`

```cpp
virtual bool Enter() override;
```

#### `Tick`

```cpp
virtual EFPTaskResult Tick(float DeltaTime) override;
```
35 changes: 35 additions & 0 deletions src/content/docs/reference/FPTask_DestroyActor.mdx
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---
title: UFPTask_DestroyActor
description: Reference page for UFPTask_DestroyActor class
---

## Class Info
__Parent Class:__ `UFlowPilotTask`

### Properties

| Property | Description |
| :--- | :--- |
| `FFlowActorReference ActorReference;` | Actors to Destroy |
| `float Delay = 0.0f;` | Destroy Delay |

### Functions

#### `UFPTask_DestroyActor`

```cpp
UFPTask_DestroyActor();
```

#### `Setup`

```cpp
virtual void Setup(FFlowContext* InContext) override;
```
#### `Enter`
```cpp
virtual bool Enter() override;
```

53 changes: 53 additions & 0 deletions src/content/docs/reference/FPTask_FlowAsset.mdx
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---
title: UFPTask_FlowAsset
description: Reference page for UFPTask_FlowAsset class
---

## Class Info
__Parent Class:__ `UFlowPilotTask`

### Properties

| Property | Description |
| :--- | :--- |
| `TObjectPtr<UFlowPilot> FlowPilotAsset;` | |
| `UFlowPilot* FlowPilotInstance = nullptr;` | |

### Functions

#### `UFPTask_FlowAsset`

```cpp
UFPTask_FlowAsset();
```

#### `Setup`

```cpp
virtual void Setup(FFlowContext* InContext) override;
```
#### `Enter`
```cpp
virtual bool Enter() override;
```

#### `Tick`

```cpp
virtual EFPTaskResult Tick(float DeltaTime) override;
```
#### `Exit`
```cpp
virtual void Exit(EFPTaskResult TaskResult) override;
```

#### `Reset`

```cpp
virtual void Reset() override;
```

45 changes: 45 additions & 0 deletions src/content/docs/reference/FPTask_FlowPilotControl.mdx
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---
title: UFPTask_FlowPilotControl
description: Reference page for UFPTask_FlowPilotControl class
---

## Class Info
__Parent Class:__ `UFlowPilotTask`

### Properties

| Property | Description |
| :--- | :--- |
| `FFlowActorReference ActorReference;` | Flow Actor reference to an Actors that have FlowPilotComponents |
| `EFlowPilotControlType ControlType = EFlowPilotControlType::StartFlow;` | Flow Control Type |
| `EFPStopType StopType = EFPStopType::CancelExecution;` | Flow Stop Type |
| `EFlowControlSuccessCondition SuccessCondition = EFlowControlSuccessCondition::Instant;` | When starting a new FlowPilot, what's this Task's success condition?
Essentially, we can Succeed instantly, or wait for InProgress or Stopped/Complete execution of the
Controlled FlowPilot Component we're controlling. |

### Functions

#### `UFPTask_FlowPilotControl`

```cpp
UFPTask_FlowPilotControl();
```

#### `Setup`

```cpp
virtual void Setup(FFlowContext* InContext) override;
```
#### `Enter`
```cpp
virtual bool Enter() override;
```

#### `Tick`

```cpp
virtual EFPTaskResult Tick(float DeltaTime) override;
```
33 changes: 33 additions & 0 deletions src/content/docs/reference/FPTask_LoadLevel.mdx
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---
title: UFPTask_LoadLevel
description: Reference page for UFPTask_LoadLevel class
---

## Class Info
__Parent Class:__ `UFlowPilotTask`

### Properties

| Property | Description |
| :--- | :--- |
| `TSoftObjectPtr<UWorld> Level;` | |
| `uint8 bStreamLevel : 1;` | |
| `uint8 bBlockOnLoad : 1;` | |
| `uint8 bMakeVisibleAfterLoad : 1;` | |
| `uint8 bAbsolute : 1;` | |
| `FString OpenOptions;` | |

### Functions

#### `UFPTask_LoadLevel`

```cpp
UFPTask_LoadLevel();
```

#### `Enter`

```cpp
virtual bool Enter() override;
```

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