Unreal SDK  v1.3.0
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WeArtForce.h
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1#pragma once
2
3#include "CoreMinimal.h"
4#include "WeArtCommon.h"
6
10USTRUCT(BlueprintType)
12 GENERATED_BODY()
13
14public:
15 // The force is a 3D vector. Only the first component is currently used
16 // to represent the actual force, usage for the remaining components might come later.
17 UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (InlineEditConditionToggle))
18 bool active;
19 UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (DisplayName = "Value", EditCondition = "active", ClampMin = "0.0", ClampMax = "1.0"))
20 float value;
21
23 FWeArtForce() : active(false), value(WeArtConstants::defaultForce) {};
24
30 bool operator== (const FWeArtForce& other) const
31 {
32 return (active == other.active && value == other.value);
33 };
34
40 bool operator!= (const FWeArtForce& other) const
41 {
42 return (active != other.active || value != other.value);
43 };
44};
bool operator==(const json_pointer< RefStringTypeLhs > &lhs, const json_pointer< RefStringTypeRhs > &rhs) noexcept
Definition: json.hpp:14612
bool operator!=(const json_pointer< RefStringTypeLhs > &lhs, const json_pointer< RefStringTypeRhs > &rhs) noexcept
Definition: json.hpp:14637
Definition: WeArtCommon.h:179
Force value to be applied to an effect.
Definition: WeArtForce.h:11
float value
Definition: WeArtForce.h:20
bool active
Definition: WeArtForce.h:18