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UHudMarkerDisplayComponent

#include <HudMarkerDisplayComponent.h>

Inherits from UDisplayComponent, IPlayerInHudMarkerZoneInterface, UActorComponent, IReplicatedSubobjectInterface, IDisplayComponentInterface

Inherited by USubObjectiveZoneDisplayComponent

Public Functions

Name
void Add(AActor * Actor)
void AddPlayerToPlayerVisibilityList(ATBLPlayerState * Player)
void ForceUsePerTeamDisplayInfo()
AActor * GetActorToDisplayInfoFor()
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
[[EObjectiveState]] GetObjectiveState()
[[FText]] GetObjectiveStateText([[EFaction]] Faction)
[[EFaction]] GetOwningTeam()
float GetProgress() const
FActorDisplayInfo GetRelevantDisplayInfo([[EFaction]] Faction, bool bFlip)
FVector GetScreenLocation(APlayerController * PlayerController, const FVector2D & WidgetSize, bool & bIsOnScreen, bool & bWasClamped) const
bool GetVisible() const
TArray< ATBLPlayerState * > GetVisibleToPlayersList()
UWidgetVisibilityComponent * GetWidgetVisibilityComponent()
virtual bool [[IsLocalPlayerInHudMarkerZone]]() override
bool IsVisible() const
bool IsVisibleFor(APlayerController * PlayerController, bool bCheckVisiblityComponent, bool bVerboseLogging) const
void OnPlayerStateReplicated(APlayerState * PS)
void OnPlayerTeamReplicated(ATBLTeam * Team)
void OnRep_ObjectiveState()
void OnRep_ObjectiveStateText()
void OnRep_OwningTeam()
void OnRep_Progress()
void OnRep_Visible()
void OnRep_VisibleToTeam()
void RemovePlayerFromPlayerVisibilityList(ATBLPlayerState * Player)
void SetActiveIcon(UMaterialInstance * NewIcon)
void SetActorToDisplayInfoFor(AActor * Actor)
void SetObjectiveState([[EObjectiveState]] Value)
void SetObjectiveStateText([[EFaction]] Faction, [[FText]] Value)
void SetOwningTeam([[EFaction]] Value)
void SetPerTeamDisplayInfo(const TArray< FActorDisplayInfo > & InPerTeamDisplayInfo)
void SetProgress(float Value)
void SetVisible(bool Value)
void SetVisibleToTeam([[EFaction]] NewTeam)
void SetWidgetVisibilityComponent(UWidgetVisibilityComponent * InWidgetVisibilityComponent)
bool ShouldClampToScreen() const
bool ShouldForceUsePerTeamDisplayInfo() const
UHudMarkerDisplayComponent()

Public Attributes

Name
UMaterialInstance * ActiveObjectiveIcon
FReplicated_AActorPtr ActorToDisplayInfoFor
FReplicated_FText AgathaText
UMaterialInstance * ContestedObjectiveIcon
AActor * DefaultActorToDisplayInfoFor
[[FText]] DefaultAgathaText
[[FText]] DefaultMasonText
[[EObjectiveState]] DefaultObjectiveState
[[EFaction]] DefaultOwningTeam
float DefaultProgress
[[FText]] DefaultTenosiaText
UCurveFloat * DistAlphaCurve
UCurveFloat * DistScaleCurve
TSubclassOf< AInventoryItem > InventoryItemClass
[[EFaction]] ItemVisibilityRelevantFaction
[[EMarkerType]] MarkerType
FReplicated_FText MasonText
float MaxFocusDist
float MaxVisibleDistance
float MinFocusDist
float MinVisibleDistance
float MinimumFriendPartyMemberScale
TSubclassOf< ASiegeEngine > MountClass
[[EMountVisibilityCondition]] MountVisibilityCondition
FReplicated_EObjectiveState ObjectiveState
FHUDMarkerDisplayUpdateSignature OnForceUsePerTeamDisplayInfo
FOnHudMarkerComponentVisibilityChanged OnHudMarkerComponentVisibilityChanged
FObjectiveStateChanged OnObjectiveStateChanged
FObjectiveStateTextChanged OnObjectiveStateTextChanged
FOwningTeamChanged OnOwningTeamChanged
FPerTeamDisplayInfoChangedSignature OnPerTeamDisplayInfoChanged
FProgressChanged OnProgressChanged
FOnReceivedWidgetVisibilityComponent OnReceivedWidgetVisibilityComponent
FReplicated_EFaction OwningTeam
TArray< FActorDisplayInfo > PerTeamDisplayInfo
UCurveFloat * PercentFromCenterAlphaCurve
UCurveFloat * PercentFromCenterDistanceModifier
UCurveFloat * PercentFromCenterScaleCurve
[[EFaction]] PlayerVisiblityByFaction
FReplicated_Float Progress
FVector RelativeLocation
bool ShowProgress
bool StartVisible
FReplicated_FText TenosiaText
[[EInventoryVisibilityCondition]] VisibilityCondition
FReplicated_Bool Visible
bool VisibleEvenOnOwnPawn
float VisibleRadius
FReplicatedArray_ATBLPlayerStatePtr VisibleToPlayers
[[EFaction]] VisibleToTeam
FReplicated_EFaction VisibleToTeamRep
TWeakObjectPtr< UWidgetVisibilityComponent > WidgetVisibilityComponent
bool bForceUsePerTeamDisplayInfo
bool bIsFocusMarker
bool bLocalPlayerInsideZone
bool bOnlyFocusInLos
bool bOnlyRenderInLos
bool bUseActorLocation
bool bUseItemVisibility
bool bUseMountVisibility
bool bUseRelativeAsWorldOffset
bool return false

Protected Attributes

Name
bool bClampToScreen
bool bWantsToBeReplicated

Updated on 2025-01-21 at 09:02:24 +0100