change the ufunction specifier for sgpawn blueprint implementable events to blueprint native event in order to allow overrides from c++ as well

This commit is contained in:
Mamadou Babaei
2023-10-10 17:22:10 +02:00
parent de2b0197f4
commit 23d4287183
3 changed files with 34 additions and 6 deletions
@@ -613,6 +613,30 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RightHandTouchState = FSGTouchState(HandRight, nullptr, nullptr, nullptr, nullptr, nullptr);
}
void ASGPawn::OnGrabStateUpdated_Implementation(const FSGGrabState& GrabState)
{
}
void ASGPawn::OnTouchStateUpdated_Implementation(const FSGTouchState& TouchState)
{
}
void ASGPawn::OnActorGrabbed_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorReleased_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorBeginTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorEndTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::BeginPlay()
{
Super::BeginPlay();
@@ -215,22 +215,22 @@ private:
TArray<const AActor*> RightHandOverlappedActors;
protected:
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnGrabStateUpdated(const FSGGrabState& GrabState);
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnTouchStateUpdated(const FSGTouchState& TouchState);
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorGrabbed(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorReleased(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintImplementableEvent, Category="SenseGlove | Game Framework | Pawn")
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
public: