code: void AddChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & InContext, [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) && InChoice )


module: CommonConversationRuntime

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FConversationBranchPoint](API\Plugins\CommonConversationRuntime\FConversationBranchPoint) > & GetBranches() const


className: FConversationBranchPoint

description: You can think of theFConversationBranchPointas the owner ofFClientConversationOptionEntry. We don't send this one to the client though, we store temporary state here so that when a user picks a choice there may be other things we need to know or store for actions we need to take due to the user picking this choice. For example, some choices may introduce needing to 'push' a new scope so that when that subtree terminates we return to the previous point, like a stack. There's no reason the client needs to understand this, so we just store it here.

ClientChoice

type: FClientConversa...

ReturnScopeStack

type: TArray<FConver...


code: int32 Num() const


className: FConversationBranchPointBuilder

code: struct FConversationBranchPointBuilder : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


code: FConversationChoiceData()


code: virtual ~FConversationChoiceData()


description: Adds a new target data to handle, it must have been created with new

code: void Add ( [FConversationChoiceData](API\Plugins\CommonConversationRuntime\FConversationChoiceData) * DataPtr )


description: Resets handle to have no targets

code: void Clear()


description: Does a shallow copy of target data from one handle to another

code: void Append ( const [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & OtherHandle )


description: Returns data at index, or nullptr if invalid

code: const [FConversationChoiceData](API\Plugins\CommonConversationRuntime\FConversationChoiceData) * Get ( int32 Index ) const


code: [FConversationChoiceData](API\Plugins\CommonConversationRuntime\FConversationChoiceData) * Get ( int32 Index )


description: Returns true if there are any valid targets

code: bool IsValid ( int32 Index ) const


description: Serialize for networking, handles polymorphism

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Returns number of target data, not number of actors/targets as target data may contain multiple actors


className: FConversationChoiceData


code: [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & operator= ( [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) && Other )


description: Comparison operator

code: bool operator== ( const [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & Other ) const


description: Comparison operator

code: bool operator!= ( const [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & Other ) const


code: FConversationChoiceDataHandle()


code: FConversationChoiceDataHandle ( [FConversationChoiceData](API\Plugins\CommonConversationRuntime\FConversationChoiceData) * DataPtr )


code: FConversationChoiceDataHandle ( [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) && Other )


code: FConversationChoiceDataHandle ( const [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & Other )


className: FConversationChoiceDataHandle

description: Template<> struct TStructOpsTypeTraits: public TStructOpsTypeTraitsBase2enum { WithNetSerializer = true // For now this is REQUIRED forFConversationChoiceDataHandlenet serialization to work };

Data

type: TArray<TShared...

description: Raw storage of target data, do not modify this directly


className: Empty

code: static const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) Empty = FConversationChoiceReference();


code: [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & operator= ( const [FConversationChoiceDataHandle](API\Plugins\CommonConversationRuntime\FConversationChoiceDataHandle) & Other )


code: bool IsValid() const


code: FConversationChoiceReference()


code: FConversationChoiceReference ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InNodeGUID )


className: FConversationChoiceReference

description: Luckily the user does not need to guard against cheating clients. Any dynamically generated choice is remembered by the server - so any choice selected dynamically can be verified by the server as one it offered to the user.

NodeParameters

description: These are the parameters required by that node to be activated.

NodeReference

type: FConversationNo...

description: This is the node that we're targeting with our choice.


code: static [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) CreateClientContext ( [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * InParticipantComponent, const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) * InTaskBeingConsidered )


code: [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) CreateChildContext ( const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) * NewTaskBeingConsidered ) const


code: [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) CreateReturnScopeContext ( const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & NewReturnScope ) const


code: static [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) CreateServerContext ( [UConversationInstance](API\Plugins\CommonConversationRuntime\UConversationInstance) * InActiveConversation, const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) * InTaskBeingConsidered )


code: [UConversationInstance](API\Plugins\CommonConversationRuntime\UConversationInstance) * GetActiveConversation() const


code: [UConversationRegistry](API\Plugins\CommonConversationRuntime\UConversationRegistry) & GetConversationRegistry() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetParticipantActor ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ParticipantTag ) const


code: const [FConversationParticipantEntry](API\Plugins\CommonConversationRuntime\FConversationParticipantEntry) * GetParticipant ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ParticipantTag ) const


code: [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * GetParticipantComponent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ParticipantTag ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) > & GetReturnScopeStack() const


code: const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) * GetTaskBeingConsidered() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: bool IsClientContext() const


code: bool IsServerContext() const


className: FConversationContext

description: Information about a currently active conversation.


className: FConversationEntryList

description: There may be multiple databases with the same entrypoint tag, this struct holds all of those nodes with the same matching tag name, so that the entry point is effectively randomized when there are multiple copies.

DestinationList

type: TArray<FGuid>

EntryTag

type: FGameplayTag


code: FConversationMemory()


description: NOTE: It is not valid for your memory struct to store a RAW UObject*, this data is not scanned for garbage collection.

code: void * GetTaskMemoryOfType ( const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) & Task, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TaskMemoryStructType )


code: template<typename TStructTaskMemory> TStructTaskMemory * GetTaskMemory ( const [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode) & Task )


code: ~FConversationMemory()


className: FConversationMemory

description: Used to store arbitrary structs of data in different contexts for a conversation. During a conversation an NPC may need to remember a choice or remember a randomly chosen thing. This memory store allows that across different contexts, such as for the duration of the conversation instance, or as memory on the NPC.

code: class FConversationMemory : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: void Invalidate()


code: bool IsValid() const


code: operator FGuid &()


className: FConversationNodeHandle::operator FGuid

code: operator FGuid() const


code: [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & operator= ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InNodeGUID )


description: Tries to resolve the node, this may fail, the guid might be bogus, or the node might not be in memory.

code: const [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode) * TryToResolve ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: FConversationNodeHandle()


code: const [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode) * TryToResolve_Slow ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: FConversationNodeHandle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InNodeGUID )


className: FConversationNodeHandle

NodeGUID

type: FGuid


code: FConversationNodeParameterPair()


code: FConversationNodeParameterPair ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


className: FConversationParticipantEntry

Actor

type: TObjectPtr<AAc...


className: FConversationNodeParameterPair

Name

type: FString


code: bool Contains ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PotentialParticipant ) const


code: template<class TParticipantComponentClass> TParticipantComponentClass * GetParticipantComponent() const


code: const [FConversationParticipantEntry](API\Plugins\CommonConversationRuntime\FConversationParticipantEntry) * GetParticipant ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


code: [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * GetParticipantComponent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


className: FConversationParticipants


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FConversationsHandle](API\Plugins\CommonConversationRuntime\FConversationsHandle) > Create ( const [UConversationRegistry](API\Plugins\CommonConversationRuntime\UConversationRegistry) * InOwningRegistry, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > & InStreamableHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & InEntryTags )


code: FConversationsHandle ( FPrivateToken, [UConversationRegistry](API\Plugins\CommonConversationRuntime\UConversationRegistry) * InOwningRegistry, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > & InStreamableHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & InEntryTags )


className: FConversationsHandle

description: These handles are issued when someone requests a conversation entry point be streamed in. As long as this handle remains active, we were continue to keep it keep those elements streamed in, as well as if new game feature plugins activate, we will stream in additional assets or let previous ones expire.

code: struct FConversationsHandle : public [TSharedFromThis< FConversationsHandle >](API\Runtime\Core\Templates\TSharedFromThis)


code: static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) AdvanceConversationWithChoice ( const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) & InAdvanceToChoice )


code: bool CanConversationContinue() const


code: const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) & GetChoice() const


code: const [FClientConversationMessage](API\Plugins\CommonConversationRuntime\FClientConversationMessage) & GetMessage() const


code: static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) PauseConversationAndSendClientChoices ( const [FClientConversationMessage](API\Plugins\CommonConversationRuntime\FClientConversationMessage) & InMessage )


code: FConversationTaskResult()


description: Constructor

code: FConversationTaskResult ( EForceInit )


code: FConversationTaskResult &40; EConversationTaskResultType InType, const FAdvanceConversationRequest & InAdvanceToChoice, const FClientConversationMessage & InMessage &41;


className: FConversationTaskResult

description: TheFConversationTaskResultencompasses the type of result along with any extra data we need for that kind of result, for example if we're giving the player a message and giving them a choice, what what message do we need to send.


code: void InitForType ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct )


description: Serializes reference to given script struct (must be in the cache)

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& Struct )


className: FOnConversationStatusChanged

code: class FOnConversationStatusChanged


className: FOnAllParticipantsNotifiedOfStartEvent


description: Container for safely replicating script struct references (constrained to a specified parent struct)

IndexToScriptStructs

type: TArray<TObject...

ScriptStructsToIndex

type: TMap<TObjectPt...


className: MergeRequirements


className: operator==

code: bool operator== ( const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & Lhs, const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & Rhs )


code: bool operator== ( const [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) & Lhs, const [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) & Rhs )


code: bool operator== ( const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Lhs, const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Rhs )


code: bool operator== ( const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Lhs, const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Rhs )


code: bool operator== ( const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Lhs, const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Rhs )


className: operator!=

code: bool operator!= ( const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & Lhs, const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & Rhs )


code: bool operator!= ( const [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) & Lhs, const [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) & Rhs )


code: bool operator!= ( const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Lhs, const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Rhs )


code: bool operator!= ( const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & Lhs, const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Rhs )


code: bool operator!= ( const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Lhs, const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & Rhs )


className: WithCopy

code: enum &123; WithCopy = true &125;


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FConversationChoiceDataHandle > : public [TStructOpsTypeTraitsBase2< FConversationChoiceDataHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNoInitConstructor

code: enum &123; WithNoInitConstructor = true &125;


code: template<> struct TStructOpsTypeTraits< FConversationTaskResult > : public [TStructOpsTypeTraitsBase2< FConversationTaskResult >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) void FillChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & ChoiceEntry ) const


code: virtual bool GenerateChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & ChoiceEntry ) const


code: virtual void NotifyChoicePickedByUser ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & InContext, const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & InClientChoice ) const


className: UConversationChoiceNode

description: A choice on a task indicates that an option be presented to the user when the owning task is one of the available options of a preceding task.

ChoiceTags

type: FGameplayTagCon...

DefaultChoiceDisplayText

type: FText


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::AbortConversation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) AbortConversation ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::AdvanceConversation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) AdvanceConversation ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::AdvanceConversationWithChoice.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Meta=(AutoCreateRefTerm="Choice"), Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) AdvanceConversationWithChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) & Choice )


description: Checks the provided task result against any which would end the conversation e.g.EConversationTaskResultType::InvalidorEConversationTaskResultType::AbortConversation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static bool CanConversationContinue ( const [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) & ConversationTasResult )


description: Wrapper to find and return anyUConversationParticipantComponentbelonging to the provided parameter actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category=Conversation) static [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * FindConversationComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns the conversation instance object associated with the conversation context provided, or nullptr if not valid

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintAuthorityOnly, Category=Conversation) static [UConversationInstance](API\Plugins\CommonConversationRuntime\UConversationInstance) * GetConversationInstance ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Returns the conversation participant actor indicated by 'ParticipantTag', or nullptr if not found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category=Conversation) static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetConversationParticipantActor ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantTag )


description: Returns the conversation participant component belonging to the participant indicated by 'ParticipantTag', or nullptr if not found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category=Conversation) static [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * GetConversationParticipant ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantTag )


description: Returns theFConversationNodeHandleof the conversation instance associated with this context, or a handle with an invalidFGuidif not possible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintAuthorityOnly, Category=Conversation) static [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) GetCurrentConversationNodeHandle ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Registers an actor as part of the conversation, that actor doesn't need to have theUConversationParticipantComponentit won't be added though.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static void MakeConversationParticipant ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [AActor](API\Runtime\Engine\GameFramework\AActor) * ParticipantActor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantTag )


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::ReturnToConversationStart.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ReturnToConversationStart ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::ReturnToCurrentClientChoice.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ReturnToCurrentClientChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::ReturnToLastClientChoice.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ReturnToLastClientChoice ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


className: UConversationContextHelpers

description: Wrapper methods fromFConversationContext.


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDebugParticipantColor ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Constructs and returns aFConversationTaskResultconfigured withEConversationTaskResultType::PauseConversationAndSendClientChoices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=Conversation) static [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) PauseConversationAndSendClientChoices ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, const [FClientConversationMessage](API\Plugins\CommonConversationRuntime\FClientConversationMessage) & Message )


code: bool IsNodeReachable ( const [FGuid](API\Runtime\Core\Misc\FGuid) & NodeGUID ) const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Updates AssetBundleData

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: UConversationDatabase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UConversationDatabase

description: This is a database of conversation graphs and participants It is an asset and never instanced. The conversation registry is used at runtime to actually run a conversation rather than referencing these database fragments directly.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationDatabase : public [UPrimaryDataAsset](API\Runtime\Engine\Engine\UPrimaryDataAsset)

LastEditedDocuments

type: TArray<FEdited...

description: Info about the graphs we last edited.


className: UConversationEntryPointNode


description: Server notification sent after all participants have been individually notified of conversation start.

code: class FOnAllParticipantsNotifiedOfStartEvent : public TBaseMulticastDelegate_OneParam< void, UConversationInstance * >


code: const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & GetCurrentChoiceReference() const


code: const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & GetCurrentNodeHandle() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) > & GetCurrentUserConversationChoices() const


code: const [FConversationParticipantEntry](API\Plugins\CommonConversationRuntime\FConversationParticipantEntry) * GetParticipant ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


code: [UConversationParticipantComponent](API\Plugins\CommonConversationRuntime\UConversationParticipantComponen-) * GetParticipantComponent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: virtual void OnEnded()


code: virtual void OnStarted()


code: UConversationInstance()


className: UConversationInstance

description: An active conversation between one or more participants

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

CurrentUserChoices

type: TArray<FClient...

OnAllParticipantsNotifiedOfStart

type: FOnAllParticipa...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Conversation", Meta=(DeterminesOutputType="ConversationType")) static [UConversationInstance](API\Plugins\CommonConversationRuntime\UConversationInstance) * StartConversation ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ConversationEntryTag, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InstigatorTag, [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TargetTag, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UConversationInstance](API\Plugins\CommonConversationRuntime\UConversationInstance) > ConversationInstanceClass )


code: UConversationLibrary()


className: UConversationLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: virtual [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ExecuteTaskNode_Implementation ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: virtual void GatherChoices ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: UConversationLinkNode()


className: UConversationLinkNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationLinkNode : public [UConversationTaskNode](API\Plugins\CommonConversationRuntime\UConversationTaskNode)


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const UCommonDialogueConversation & OwnerComp, [EConversationNodeDescriptionVerbosity](API\Plugins\CommonConversationRuntime\EConversationNodeDescriptionVerb-) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Conversation) [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDebugParticipantColor ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ParticipantID ) const


description: name of node


description: The node's unique ID.


description: parent node

code: [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode) * GetParentNode() const


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: string containing description of this node instance with all relevant runtime values

code: [FText](API\Runtime\Core\Internationalization\FText) GetRuntimeDescription ( const UCommonDialogueConversation & OwnerComp, [EConversationNodeDescriptionVerbosity](API\Plugins\CommonConversationRuntime\EConversationNodeDescriptionVerb-) Verbosity ) const


description: string containing description of this node with all setup values

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetStaticDescription() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UConversationDatabase](API\Plugins\CommonConversationRuntime\UConversationDatabase) & Asset )


description: Fill in data about tree structure

code: void InitializeNode ( [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode) * InParentNode )


description: Called after creating new node in behavior tree editor, use for versioning

code: virtual void OnNodeCreated()


description: true if this property should be hidden in static description, false if should be shown

code: bool ShouldHideProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InTestProperty ) const


code: bool ShowPropertyDetails() const


code: bool ShowPropertyEditors() const


code: UConversationNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UConversationNode

description: Represents a single runtime node in the conversation database.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Const) class UConversationNode : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bShowPropertyDetails

type: uint32:  1

description: Show detailed information about properties

description: The node's unique ID. This value is set during compilation.

EvalWorldContextObj

type: TObjectPtr<UOb...

NodeName

description: Node name


className: UConversationNodeWithLinks


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientExecuteTaskAndSideEffects ( [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) Handle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientExitConversation ( const [FConversationParticipants](API\Plugins\CommonConversationRuntime\FConversationParticipants) & InParticipants )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientStartConversation ( const [FConversationParticipants](API\Plugins\CommonConversationRuntime\FConversationParticipants) & InParticipants )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientUpdateConversation ( const [FClientConversationMessagePayload](API\Plugins\CommonConversationRuntime\FClientConversationMessagePayloa-) & Message )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientUpdateConversationTaskChoiceData ( [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) Handle, const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & OptionEntry )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientUpdateConversations ( int32 InConversationsActive )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientUpdateParticipants ( const [FConversationParticipants](API\Plugins\CommonConversationRuntime\FConversationParticipants) & InParticipants )


className: FConversationStartedEvent

code: class FConversationStartedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FConversationStatusChangedEvent

description: Client and server notification of the conversation starting or ending.

code: class FConversationStatusChangedEvent : public TBaseMulticastDelegate_OneParam< void, bool >


className: FConversationUpdatedEvent

code: class FConversationUpdatedEvent : public TBaseMulticastDelegate_OneParam< void, const FClientConversationMessagePayload & >


className: FConversationTaskChoiceDataUpdatedEvent

code: class FConversationTaskChoiceDataUpdatedEvent : public TBaseMulticastDelegate_TwoParams< void, const FConversationNodeHandle &, const FClientConversationOptionEntry & >


description: The number of conversations active. A given conversationalist might be in multiple conversations at once. e.g. Multiple players "talking" to the same NPC in a multiplayer game.

code: int32 GetConversationsActive() const


description: A cached version of the last conversation message payload data recieved.

code: const [FClientConversationMessagePayload](API\Plugins\CommonConversationRuntime\FClientConversationMessagePayloa-) & GetLastMessage() const


description: Gets the last message index recieved, this is just a monotomically increasing number each time we get a new message.

code: const int32 GetLastMessageIndex() const


code: const [FConversationParticipantEntry](API\Plugins\CommonConversationRuntime\FConversationParticipantEntry) * GetParticipant ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ParticipantTag ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Conversation) [AActor](API\Runtime\Engine\GameFramework\AActor) * GetParticipantActor ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ParticipantTag ) const


code: virtual void OnClientExitConversation ( const [FConversationParticipants](API\Plugins\CommonConversationRuntime\FConversationParticipants) & InParticipants )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Conversation) bool IsInActiveConversation() const


code: virtual void OnClientStartConversation ( const [FConversationParticipants](API\Plugins\CommonConversationRuntime\FConversationParticipants) & InParticipants )


code: virtual void OnConversationUpdated ( const [FClientConversationMessagePayload](API\Plugins\CommonConversationRuntime\FClientConversationMessagePayloa-) & Message )


code: virtual void OnEnterConversationState()


code: virtual void OnLeaveConversationState()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnRep_ConversationsActive ( int32 OldConversationsActive )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Conversation) void RequestServerAdvanceConversation ( const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) & InChoicePicked )


code: void SendClientConversationMessage ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, const [FClientConversationMessagePayload](API\Plugins\CommonConversationRuntime\FClientConversationMessagePayloa-) & Payload )


code: void SendClientRefreshedTaskChoiceData ( const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & Handle, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


code: virtual void SendClientUpdatedChoices ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context )


code: UConversationParticipantComponent()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerAdvanceConversation ( const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) & InChoicePicked )


className: UConversationParticipantComponent

description: Active conversation participants should have this component on them. It keeps track of what conversations they are participating in (typically no more than one)

ConversationStarted

type: FConversationSt...

ConversationTaskChoiceDataUpdated

type: FConversationTa...

ConversationUpdated

type: FConversationUp...


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetEntryPointGUIDs ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EntryPoint ) const


code: static [UConversationRegistry](API\Plugins\CommonConversationRuntime\UConversationRegistry) * GetFromWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetOutputLinkGUIDs ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EntryPoint ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetOutputLinkGUIDs ( const [FGuid](API\Runtime\Core\Misc\FGuid) & SourceGUID ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetOutputLinkGUIDs ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & SourceGUIDs ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > GetPrimaryAssetIdsForEntryPoint ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EntryPoint ) const


description: UWorldSubsystemEnd

code: [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode) * GetRuntimeNodeFromGUID ( const [FGuid](API\Runtime\Core\Misc\FGuid) & NodeGUID ) const


description: UWorldSubsystemBegin

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FConversationsHandle](API\Plugins\CommonConversationRuntime\FConversationsHandle) > LoadConversationsFor ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ConversationEntryTag ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FConversationsHandle](API\Plugins\CommonConversationRuntime\FConversationsHandle) > LoadConversationsFor ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & ConversationEntryTags ) const


code: UConversationRegistry()


className: UConversationRegistry

description: A registry that can answer questions about all available dialogue assets

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationRegistry : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem), public [IGameFeatureStateChangeObserver](API\Plugins\GameFeatures\IGameFeatureStateChangeObserver)

AvailableConversationsChanged

type: FAvailableConve...

ConversationChoiceDataStructCache

type: FNetSerializeSc...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) [EConversationRequirementResult](API\Plugins\CommonConversationRuntime\EConversationRequirementResult) IsRequirementSatisfied ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetConversationInstanceClass() const


code: UConversationSettings()


className: UConversationSettings

description: Conversation settings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Meta=(DisplayName="Conversation")) class UConversationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

ConversationInstanceClass

type: TSoftClassPtr< ...


description: Called by the client and server code executes the side effect.

code: void CauseSideEffect ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCosmetic) void ClientCauseSideEffect ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintAuthorityOnly) void ServerCauseSideEffect ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


className: UConversationSideEffectNode

description: When a task executes on the server, it replicates to the client that it executed and to then execute any client side effects that may be necessary for that task.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UConversationSideEffectNode : public [UConversationSubNode](API\Plugins\CommonConversationRuntime\UConversationSubNode)


className: UConversationSubNode

description: : CONVERSATION: Comment me

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UConversationSubNode : public [UConversationNode](API\Plugins\CommonConversationRuntime\UConversationNode)


description: Returns the highest priority EConversationRequirementResult, so Passed, having the least priority and FailedHidden having the highest priority.

code: [EConversationRequirementResult](API\Plugins\CommonConversationRuntime\EConversationRequirementResult) CheckRequirements ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & InContext ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCosmetic) void ExecuteClientEffects ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintAuthorityOnly) [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ExecuteTaskNode ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


className: UConversationRequirementNode

description: A requirement is placed on a parent node to control whether or not it can be activated (when a link to the parent node is being evaluated, the requirement will be asked if it is satisfied or not)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UConversationRequirementNode : public [UConversationSubNode](API\Plugins\CommonConversationRuntime\UConversationSubNode)


code: [FConversationTaskResult](API\Plugins\CommonConversationRuntime\FConversationTaskResult) ExecuteTaskNodeWithSideEffects ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: virtual void GatherChoices ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: virtual void GatherDynamicChoices ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: virtual void GatherStaticChoices ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintAuthorityOnly) void GatherStaticExtraData ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context, [TArray](API\Runtime\Core\Containers\TArray)< [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) > & InOutExtraData ) const


code: static void GenerateChoicesForDestinations ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & CandidateDestinations )


description: Generates this task nodes' next possible conversation chioces. Default behavior handles finding static destination node choices and dynamic choices generated by the node, but this can be overriden if more custom behavior is desired for a specific task node.

code: virtual void GenerateNextChoices ( [FConversationBranchPointBuilder](API\Plugins\CommonConversationRuntime\FConversationBranchPointBuilder) & BranchBuilder, const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) bool GetNodeBodyColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & BodyColor ) const


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintAuthorityOnly) [EConversationRequirementResult](API\Plugins\CommonConversationRuntime\EConversationRequirementResult) IsRequirementSatisfied ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


className: UConversationTaskNode

description: The conversation system is less about just a dialogue tree, and more about a graph of actions the NPC can take, and choices they can provide to the player.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UConversationTaskNode : public [UConversationNodeWithLinks](API\Plugins\CommonConversationRuntime\UConversationNodeWithLinks)

bHasDynamicChoices

description: EDITOR ONLY VISUALS: Does this task generate dynamic choices?

bHasRequirements

description: EDITOR ONLY VISUALS: Does this task internally have requirements?

type: bool

description: This setting is designed for requirements that only matter when option is generated.

DefaultNodeBodyColor

type: FLinearColor

description: Default color of the node.

SubNodes

description: Requirements and side effects.


className: ECommonInputEventFlowBehavior

module: CommonInput

code: enum ECommonInputEventFlowBehavior { BlockIfActive, BlockIfHandled, NeverBlock, }


className: ECommonInputMode

code: enum ECommonInputMode { Menu, Game, All, MAX, }


className: ECommonInputType

code: enum ECommonInputType { MouseAndKeyboard, Gamepad, Touch, Count, }


code: static void GetCurrentPlatformDefaults ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) & OutDefaultInputType, [FName](API\Runtime\Core\UObject\FName) & OutDefaultGamepadName )


code: static [UCommonInputSettings](API\Plugins\CommonInput\UCommonInputSettings) * GetInputSettings()


className: FCommonInputBase

code: class FCommonInputBase


className: GamepadGeneric

code: static const [FName](API\Runtime\Core\UObject\FName) GamepadGeneric;


className: PlatformPC

code: static const [FName](API\Runtime\Core\UObject\FName) PlatformPC;


className: FCommonInputDefaults

code: struct FCommonInputDefaults


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & GetInputBrush() const


code: FCommonInputKeyBrushConfiguration()


className: FCommonInputKeyBrushConfiguration

Key

type: FKey

KeyBrush

type: FSlateBrush


code: FCommonInputKeySetBrushConfiguration()


className: FCommonInputKeySetBrushConfiguration

Keys

type: TArray<FKey>


code: bool CanChangeGamepadType() const


code: const [FName](API\Runtime\Core\UObject\FName) GetDefaultGamepadName() const


code: bool SupportsInputType ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType ) const


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetRegisteredPlatforms()


code: virtual bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, [FKey](API\Runtime\InputCore\FKey) Key, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: virtual bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & Keys, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: FCommonInputPlatformBaseData()


code: virtual ~FCommonInputPlatformBaseData()


className: FCommonInputPlatformBaseData

description: DEPRECATED Legacy!

ControllerData

type: TArray<TSoftCl...

ControllerDataClasses

type: TArray<TSubcla...

DefaultGamepadName

type: FName

DefaultInputType

type: ECommonInputTyp...


description: Debug name for logging purposes

code: virtual const TCHAR * GetDebugName() const


code: [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) GetInputType ( const [FKey](API\Runtime\InputCore\FKey) & Key )


code: [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) GetInputType ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


description: Key down input

code: virtual bool HandleKeyDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Mouse button double clicked.

code: virtual bool HandleMouseButtonDoubleClickEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Analog axis input

code: virtual bool HandleAnalogInputEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Mouse button press

code: virtual bool HandleMouseButtonDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse movement input

code: virtual bool HandleMouseMoveEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: bool IsInputMethodBlocked ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType ) const


code: bool IsRelevantInput ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & InputEvent, const [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) DesiredInputType )


code: void RefreshCurrentInputMethod ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputMethod )


code: virtual void Tick ( const float DeltaTime, [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICursor](API\Runtime\ApplicationCore\GenericPlatform\ICursor) > Cursor )


code: void SetInputTypeFilter ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, [FName](API\Runtime\Core\UObject\FName) InReason, bool InFilter )


code: FCommonInputPreprocessor ( [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) & InCommonInputSubsystem )


className: FCommonInputPreprocessor

description: Helper class that is designed to fire before any UI has a chance to process input so that we can properly set the current input type of the application.

code: class FCommonInputPreprocessor : public [IInputProcessor](API\Runtime\Slate\Framework\Application\IInputProcessor)

FilterInputTypeWithReasons

type: TMap<FName, bo...

description: The reasons we might be filtering input right now.

InputMethodPermissions

type: bool[(uint8) EC...

InputSubsystem

type: UCommonInputSub...

LastSeenGamepadHardwareDeviceIdentifier

type: FString

OnGamepadChangeDetected

type: FGamepadChangeD...


className: FGamepadChangeDetectedEvent

code: class FGamepadChangeDetectedEvent : public TBaseMulticastDelegate_OneParam< void, FName >


className: FInputDeviceIdentifierPair


className: FInputHoldData

description: Data values needed for Hold interaction per input type.

HoldRollbackTime

type: float


className: FInputMethodChangedDelegate

code: class FInputMethodChangedDelegate


className: FPlatformInputSupportOverrideDelegate

code: typedef TMulticastDelegate_ThreeParams< void, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) *, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType), bool & > FPlatformInputSupportOverrideDelegate


code: static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const


code: ICommonInputActionDomainMetaData ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UCommonInputActionDomain](API\Plugins\CommonInput\UCommonInputActionDomain) > InActionDomain )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ICommonInputModule](API\Plugins\CommonInput\ICommonInputModule) & Get()


className: ICommonInputActionDomainMetaData

description: Slate meta data to store the owning Action Domain

code: class ICommonInputActionDomainMetaData : public [ISlateMetaData](API\Runtime\SlateCore\Types\ISlateMetaData)

ActionDomain

type: TWeakObjectPtr<...


description: reference to Common Input settings

code: static [UCommonInputSettings](API\Plugins\CommonInput\UCommonInputSettings) & GetSettings()


code: [UCommonInputSettings](API\Plugins\CommonInput\UCommonInputSettings) * GetSettingsInstance() const


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ICommonInputModule

description: Interface for the input state system.

code: class ICommonInputModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: LexToString

code: const TCHAR * LexToString ( [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) Value )


className: RangeType

code: enum &123; RangeType = 0 &125;


code: static constexpr underlying_type &40; ECommonInputType &41;


className: TEnumRangeTraits< ECommonInputType >

code: template<> struct TEnumRangeTraits< ECommonInputType >


code: bool ShouldBreakEventFlow ( bool bDomainHadActiveRoots, bool bInputEventHandledAtLeastOnce ) const


code: bool ShouldBreakInnerEventFlow ( bool bInputEventHandled ) const


className: UCommonInputActionDomain

description: Describes an input-event handling domain. It's InnerBehavior determines how events flow between widgets within the domain and Behavior determines how events will flow to other Domains in the DomainTable.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonInputActionDomain : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

Behavior

type: ECommonInputEve...

description: Behavior of an input event between Action Domains, i.e., how an event flows into the next Action Domain.

InnerBehavior

description: Behavior of an input event within an Action Domain, i.e., how an event flows to a lower ZOrder active widget within the same Action Domain

InputMode

type: ECommonInputMod...

MouseCaptureMode

type: EMouseCaptureMo...


className: UCommonInputActionDomainTable

description: An ordered array of ActionDomains.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonInputActionDomainTable : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

ActionDomains

type: TArray<TObject...

description: Domains will receive events in ascending index order.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetRegisteredGamepads()


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: virtual bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, const [FKey](API\Runtime\InputCore\FKey) & Key ) const


code: virtual bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & Keys ) const


className: UCommonInputBaseControllerData

description: Derive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=Input, Meta=(Category="Common Input")) class UCommonInputBaseControllerData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ControllerButtonMaskTexture

type: TSoftObjectPtr<...

GamepadCategory

type: FText

GamepadHardwareIdMapping

type: TArray<FInputD...

InputBrushDataMap

type: TArray<FCommon...


code: bool CanChangeGamepadType() const


code: static [UCommonInputPlatformSettings](API\Plugins\CommonInput\UCommonInputPlatformSettings) * Get()


code: [FName](API\Runtime\Core\UObject\FName) GetBestGamepadNameForHardware ( [FName](API\Runtime\Core\UObject\FName) CurrentGamepadName, [FName](API\Runtime\Core\UObject\FName) InputDeviceName, const [FString](API\Runtime\Core\Containers\FString) & HardwareDeviceIdentifier )


code: const [FName](API\Runtime\Core\UObject\FName) GetDefaultGamepadName() const


code: void InitializeControllerData() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, [FKey](API\Runtime\InputCore\FKey) Key, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) GamepadName ) const


code: bool TryGetInputBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutBrush, const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & Keys, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) GamepadName ) const


code: UCommonInputPlatformSettings()


className: UCommonInputPlatformSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig) class UCommonInputPlatformSettings : public [UPlatformSettings](API\Runtime\DeveloperSettings\Engine\UPlatformSettings)

bCanChangeGamepadType

type: bool

ControllerData

type: TArray<TSoftCl...

ControllerDataClasses

type: TArray<TSubcla...

DefaultGamepadName

type: FName


description: Default Hold Data

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonUIHoldData](API\Plugins\CommonInput\UCommonUIHoldData) > GetDefaultHoldData() const


code: bool SupportsInputType ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType ) const


code: [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetEnhancedInputBackAction() const


code: [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetEnhancedInputClickAction() const


description: Called to load CommonUISetting data, if bAutoLoadData if set to false then game code must callLoadData().

code: void LoadData()


description: Static version of enhanced input support check, exists to hide based on edit condition

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() static bool IsEnhancedInputSupportEnabled()


description: UObjectinterface


description: Called to check that the data we have previously attempted to load is actually loaded and will attempt to load if it is not.

code: void ValidateData()


code: UCommonInputSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UCommonInputSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig) class UCommonInputSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)


code: void AddOrRemoveInputTypeLock ( [FName](API\Runtime\Core\UObject\FName) InReason, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InInputType, bool bAddLock )


className: FInputMethodChangedEvent

code: class FInputMethodChangedEvent : public TBaseMulticastDelegate_OneParam< void, ECommonInputType >


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: static [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * Get ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) const [FName](API\Runtime\Core\UObject\FName) GetCurrentGamepadName() const


description: The current input type based on the last input received on the device.


description: The default input type for the current platform.


code: bool GetInputTypeFilter ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType ) const


description: Getter

code: bool GetIsGamepadSimulatedClick() const


description:
Gets the delegate that allows external systems to override which input methods are supported on this current platform.
Note : Calling order is not guaranteed. Also, keep in mind that you might need to honor the previous callee's request to not support the input type being tested.


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) bool IsInputMethodActive ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputMethod ) const


description: Returns true if the specified key can be present on both a mobile device and mobile gamepads

code: static bool IsMobileGamepadKey ( const [FKey](API\Runtime\InputCore\FKey) & InKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) bool IsUsingPointerInput() const


code: [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) LockInput ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputToLock ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCommonInputPreprocessor](API\Plugins\CommonInput\FCommonInputPreprocessor) > MakeInputProcessor()


description: Returns true if the current platform supports a hardware cursor


className: OnPlatformInputSupportOverride

description:
The delegate that allows external systems to override which input methods are supported on this current platform.
Note : Calling order is not guaranteed. Also, keep in mind that you might need to honor the previous callee's request to not support the input type being tested.


code: void SetActionDomainTable ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UCommonInputActionDomainTable](API\Plugins\CommonInput\UCommonInputActionDomainTable) > Table )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) void SetCurrentInputType ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) NewInputType )


code: void SetCursorPosition ( FVector2D NewPosition, bool bForce )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) void SetGamepadInputType ( const [FName](API\Runtime\Core\UObject\FName) InGamepadInputType )


code: void SetInputTypeFilter ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, [FName](API\Runtime\Core\UObject\FName) Reason, bool Filter )


description: Setter

code: void SetIsGamepadSimulatedClick ( bool bNewIsGamepadSimulatedClick )


code: void UpdateCursorPosition ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateUser](API\Runtime\Slate\Framework\Application\FSlateUser) > SlateUser, const FVector2D & NewPosition, bool bForce )


description: Should display indicators for the current input device on screen. This is needed when capturing videos, but we don't want to reveal the capture source device.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonInputSubsystem) bool ShouldShowInputKeys() const


className: UCommonInputSubsystem

CommonInputPreprocessor

type: TSharedPtr<FCo...

OnInputMethodChangedNative

type: FInputMethodCha...


className: UCommonUIHoldData

description: Defines values for hold behavior per input type: for mouse Press and Hold, for gamepad focused Press and Hold, for touch Press and Hold.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=Input, Meta=(Category="Common Input")) class UCommonUIHoldData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Gamepad

type: FInputHoldData


className: UCommonUIInputData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=Input, Meta=(Category="Common Input")) class UCommonUIInputData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DefaultBackAction

type: FDataTableRowHa...

DefaultHoldData

type: TSoftClassPtr< ...

description: Newly created CommonButton widgets will use these hold values by default if bRequiresHold is true.

EnhancedInputBackAction

type: TObjectPtr<UIn...


module: CommonUI

code: static bool ActionValidForInputType ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


className: EmptyScrollBoxStyle

code: static [FScrollBoxStyle](API\Runtime\SlateCore\Styling\FScrollBoxStyle) EmptyScrollBoxStyle = FScrollBoxStyle();


code: static void GetEnhancedInputActionKeys ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction, [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & OutKeys )


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


code: static [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UCommonInputMetadata](API\Plugins\CommonUI\UCommonInputMetadata) > GetEnhancedInputActionMetadata ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: static [FKey](API\Runtime\InputCore\FKey) GetFirstKeyForInputType ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetIconForEnhancedInputAction ( const [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * CommonInputSubsystem, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetIconForInputActions ( const [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * CommonInputSubsystem, const [TArray](API\Runtime\Core\Containers\TArray)< [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) > & InputActions )


code: static const [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) * GetInputActionData ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InputActionRowHandle )


code: static void InjectEnhancedInputForAction ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue )


code: namespace CommonUIUtils { enum ECollisionPolicy { Allow, Require, Forbid, } }


description:
Traverses the UserWidgets that the given widget resides in until we find one matching the given type (or we run out of parents)
The first parent of the given type, or nullptr if there is none

code: namespace CommonUIUtils { template<typename UserWidgetT> UserWidgetT * CommonUIUtils::GetOwningUserWidget ( const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget ) }


description: constCommonUIUtils::ECollisionPolicyCollisionPolicy =CommonUIUtils::ECollisionPolicy::Forbid; CommonUIUtils::ValidateBoundWidgetHierarchy(BlueprintWidgetTree, CompileLog, CollisionPolicy, GET_MEMBER_NAME_CHECKED(MyWidget, MySubWidget1Name), GET_MEMBER_NAME_CHECKED(MyWidget, MySubWidget2Name)); }

code: namespace CommonUIUtils { template<typename... ChildNameArgs> void CommonUIUtils::ValidateBoundWidgetHierarchy ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & WidgetTree, [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog, [ECollisionPolicy](API\Plugins\CommonUI\CommonUIUtils__ECollisionPolicy) CollisionPolicy, [FName](API\Runtime\Core\UObject\FName) ParentWidgetName, ChildNameArgs &&... ChildNames ) }


className: ECommonNumericType

code: enum ECommonNumericType { Number, Percentage, Seconds, Distance, }


className: EInputActionState

code: enum EInputActionState { Enabled, Disabled, Hidden, HiddenAndDisabled, }


className: ERichTextInlineIconDisplayMode

description: Various ways that we display inline icon that have an icon-name association.

code: enum ERichTextInlineIconDisplayMode { IconOnly, TextOnly, IconAndText, MAX, }


className: FCommonActionCommittedNative

code: typedef TBaseDelegate_OneParam< void, bool & > FCommonActionCommittedNative


className: FCommonActionCommited

description: Action Delegates Action committed delegate tells the handler that an action is ready to handle. Return value is used to determine if the action was handled or ignored.

code: class FCommonActionCommited


className: FCommonActionComplete

code: class FCommonActionComplete


className: FCommonActionCompleteNative

code: typedef TMulticastDelegate_NoParams< void > FCommonActionCompleteNative


className: FCommonActionCompleteSingle

description: Action complete delegate will tell a listener if a held action completed. The single delegate will be used for binding with a listener that the multicast delegate calls.

code: class FCommonActionCompleteSingle


className: FCommonActionCompleteSingleNative

code: typedef TBaseDelegate_NoParams< void > FCommonActionCompleteSingleNative


className: FCommonActionProgress

code: class FCommonActionProgress


className: FCommonActionProgressNative

code: typedef TMulticastDelegate_OneParam< void, float > FCommonActionProgressNative


className: FCommonActionProgressSingle

description: Action progress delegate will tell a listener about the progress of an action being held. The single delegate will be used for binding with a listener that the multicast delegate calls.

code: class FCommonActionProgressSingle


className: FCommonActionProgressSingleNative

code: typedef TBaseDelegate_OneParam< void, float > FCommonActionProgressSingleNative


className: FCommonButtonBaseClicked

code: class FCommonButtonBaseClicked


code: static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const


code: FCommonButtonMetaData ( const [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) & InOwningCommonButtonInternal )


className: FCommonButtonMetaData

code: class FCommonButtonMetaData : public [ISlateMetaData](API\Runtime\SlateCore\Types\ISlateMetaData)

OwningCommonButton

type: constTWeakObje...


className: FCommonButtonStyleOptionalSlateSound

Sound

type: FSlateSound


code: void AddGamepadInputOverride ( const [FName](API\Runtime\Core\UObject\FName) & GamepadName, const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & InputInfo )


code: bool CanDisplayInReflector ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetCurrentInputActionIcon ( const [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * CommonInputSubsystem ) const


code: virtual const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & GetCurrentInputTypeInfo ( const [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * CommonInputSubsystem ) const


code: const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & GetDefaultGamepadInputTypeInfo() const


code: virtual const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & GetInputTypeInfo ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: bool HasGamepadInputOverride ( const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: virtual bool HasHoldBindings() const


code: virtual bool IsKeyBoundToInputActionData ( const [FKey](API\Runtime\InputCore\FKey) & Key ) const


code: bool IsKeyBoundToInputActionData ( const [FKey](API\Runtime\InputCore\FKey) & Key, const [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * CommonInputSubsystem ) const


code: bool operator== ( const [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) & Other ) const


description: Can be overridden by subclasses; Called whenever the owning data table is imported or re-imported. Allows for custom fix-ups, parsing, etc. after initial data is read in.

code: virtual void OnPostDataImport ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * InDataTable, const [FName](API\Runtime\Core\UObject\FName) InRowName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCollectedImportProblems )


code: bool operator!= ( const [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) & Other ) const


className: FCommonInputActionDataBase

DefaultGamepadInputTypeInfo

type: FCommonInputTyp...

description: Default input state for gamepads

DisplayName

description: User facing name (used when NOT a hold action)

GamepadInputOverrides

type: TMap<FName,FC...

description: Override the input state for each input method

HoldDisplayName

description: User facing name used when it IS a hold action

KeyboardInputTypeInfo

description: Key to bind to for each input method

NavBarPriority

description: Priority in nav-bar

TouchInputTypeInfo

description: Override the displayed brush for each input method


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWidget](API\Runtime\UMG\Components\UWidget) > GetPopupMenu() const


code: [EInputActionState](API\Plugins\CommonUI\EInputActionState) GetState ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


code: void SetState ( [EInputActionState](API\Plugins\CommonUI\EInputActionState) InState )


code: FCommonInputActionHandlerData ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InInputActionRow )


code: FCommonInputActionHandlerData ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InInputActionRow, [UWidget](API\Runtime\UMG\Components\UWidget) * InPopupMenu )


className: FCommonInputActionHandlerData

description: : This struct is related to legacyCommonUIand should be removed in 5.3 - UE-164871


code: FCommonInputActionHandlerDelegateData()


code: FCommonInputActionHandlerDelegateData ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InInputActionRow, const [FCommonActionProgressSingleNative](API\Plugins\CommonUI\FCommonActionProgressSingleNativ-) & ActivationProgressDelegate, const [FCommonActionCommittedNative](API\Plugins\CommonUI\FCommonActionCommittedNative) & ActivationCommittedDelegate, [UWidget](API\Runtime\UMG\Components\UWidget) * PopupMenu )


className: FCommonInputActionHandlerDelegateData

description: Action Handle Data used to trigger any callbacks by an object implementing theICommonActionHandlerInterface. For use with native delegates

Data

type: FCommonInputAct...

OnActionCommitted

type: FCommonActionCo...

OnActionProgress

type: FCommonActionPr...


description: Get the input type key bound to this input type, with a potential override


code: bool operator== ( const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & Other ) const


code: bool operator!= ( const [FCommonInputTypeInfo](API\Plugins\CommonUI\FCommonInputTypeInfo) & Other ) const


code: void SetKey ( [FKey](API\Runtime\InputCore\FKey) InKey )


className: FCommonInputTypeInfo

bActionRequiresHold

type: bool

description: Enables hold time if true

HoldRollbackTime

type: float

description: Time (in seconds) for hold progress to go from 1.0 (completed) to 0.0.

HoldTime

description: The hold time in seconds

OverrideBrush

type: FSlateBrush

description: Override the brush specified by the Key Display Data

OverrrideState

type: EInputActionSta...

description: EInputActionState::Enabledmeans that the state isn't overriden and the games dynamic control will work


code: template<typename ListItemT> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ListItemT > AsTypedItem()


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticItemTypeName() const


code: template<typename ListItemT> bool IsDerivedFrom() const


code: virtual bool IsDerivedInternal ( [FName](API\Runtime\Core\UObject\FName) ItemTypeName ) const


className: FCommonNativeListItem

description: Exclusively intended to provide bare-bones RTTI to the items to allow one array of list items to be multiple classes without needing a different, more awkward identification mechanism or an abstract virtual of every conceivable method in the base list item class

code: class FCommonNativeListItem : public [TSharedFromThis< FCommonNativeListItem >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual ~FCommonNativeListItem()


code: FCommonNumberFormattingOptions()


className: FCommonNumberFormattingOptions

MaximumFractionalDigits

description: How many fractional digits should be shown at maximum? May cause rounding. IE: HalfFromZero rounding and a maximum of 2 fractional digits means 0.009 -> "0.01".

MaximumIntegralDigits

description: How many integral digits should be shown at maximum? May cause rounding. IE: A maximum of 2 integral digits means 100.0 -> "99".

MinimumFractionalDigits

description: How many fractional digits should be shown at minimum? May cause digit "padding". IE: A minimum of 2 fractional digits means 1.0 -> "1.00".

MinimumIntegralDigits

description: How many integral digits should be shown at minimum? May cause digit "padding". IE: A minimum of 3 integral digits means 1.0 -> "001".

RoundingMode

type: TEnumAsByte< ER...

description: The rounding mode to be used when the actual value can not be precisely represented due to restrictions on the number of integral or fractional digits. See values for details.

UseGrouping

description: Should the numerals use group separators. IE: "1,000,000".


className: FCommonRegisteredTabInfo

description: Information about a registered tab in the tab list

ContentInstance

type: TObjectPtr<UWi...

description: The actual instance of the content widget to display when this tab is selected.

TabButton

type: TObjectPtr<UCo...

description: The actual button widget that represents this tab on-screen

TabIndex

description: The index of the tab in the list


className: FCommonSelectedStateChangedBase

code: class FCommonSelectedStateChangedBase


code: static const [FGlobalUITags](API\Plugins\CommonUI\FGlobalUITags) & Get()


className: FGlobalUITags

description: USTRUCT(meta = (Categories = "UI.Widget")) struct FUIWidgetTag : publicFGameplayTagUSTRUCT(meta = (Categories = "UI.Pedestal")) struct FUIPedestalTag : publicFGameplayTagEND_UI_TAG_DECL(FUIPedestalTag, TEXT("UI.Pedestal"))

code: struct FGlobalUITags : public [FGameplayTagNativeAdder](API\Runtime\GameplayTags\FGameplayTagNativeAdder)

type: FUIActionTag


className: FOnButtonDoubleClickedEvent

code: typedef TBaseDelegate_NoParams< [FReply](API\Runtime\SlateCore\Input\FReply) > FOnButtonDoubleClickedEvent


className: FOnCurrentPageIndexChanged

code: class FOnCurrentPageIndexChanged


className: FOnItemClicked

code: class FOnItemClicked


className: FOnItemSelected

code: class FOnItemSelected


className: FOnLazyContentChangedEvent

code: typedef TMulticastDelegate_OneParam< void, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > FOnLazyContentChangedEvent


className: FOnLoadGuardAssetLoaded

code: typedef TBaseDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnLoadGuardAssetLoaded


className: FOnLoadGuardStateChanged

description: SLoadGuard.

code: typedef TBaseDelegate_OneParam< void, bool > FOnLoadGuardStateChanged


className: FOnLoadGuardStateChangedDynamic

code: class FOnLoadGuardStateChangedDynamic


className: FOnLoadGuardStateChangedEvent

description: ULoadGuard.

code: typedef TMulticastDelegate_OneParam< void, bool > FOnLoadGuardStateChangedEvent


className: FOnRerouteAxisDelegate

code: typedef TBaseDelegate_FourParams< void, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId), [FKey](API\Runtime\InputCore\FKey), float, [FReply](API\Runtime\SlateCore\Input\FReply) & > FOnRerouteAxisDelegate


className: FOnRerouteInputDelegate

code: typedef TBaseDelegate_FourParams< void, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId), [FKey](API\Runtime\InputCore\FKey), EInputEvent, [FReply](API\Runtime\SlateCore\Input\FReply) & > FOnRerouteInputDelegate


className: FOnRerouteTouchDelegate

code: typedef TBaseDelegate_FiveParams< void, int32, uint32, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type), const FVector2D &, [FReply](API\Runtime\SlateCore\Input\FReply) & > FOnRerouteTouchDelegate


className: FOnWidgetActivationChanged

code: class FOnWidgetActivationChanged


className: FRichTextIconData

DisplayName

type: FText

ResourceObject

type: TSoftObjectPtr<...


code: static [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) ConvertChecked ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FromTag )


code: static [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) AddNativeTag ( const [FString](API\Runtime\Core\Containers\FString) & TagBody )


code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, const [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


code: static const TCHAR * GetRootTagStr()


code: static [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) TryConvert ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FromTag )


code: FUIActionTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


className: FUIActionTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Categories="UI.Action")) struct FUIActionTag : public [FUITag](API\Plugins\CommonUI\FUITag)


code: static [FUITag](API\Plugins\CommonUI\FUITag) AddNativeTag ( const [FString](API\Runtime\Core\Containers\FString) & TagBody )


code: static [FUITag](API\Plugins\CommonUI\FUITag) ConvertChecked ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FromTag )


code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, const [FUITag](API\Plugins\CommonUI\FUITag) & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


code: static [FUITag](API\Plugins\CommonUI\FUITag) TryConvert ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FromTag )


code: FUITag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


className: FUITag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Categories="UI")) struct FUITag : public [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag)


className: FUserWidgetFactory

code: typedef [TWidgetFactory](API\Plugins\CommonUI\TWidgetFactory)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > FUserWidgetFactory


className: FOnSelectionCleared

code: class FOnSelectionCleared


className: FSimpleButtonBaseGroupDelegate

code: class FSimpleButtonBaseGroupDelegate


description: Deselects all buttons in the group.


description: Find the button index of the specified button, if possibleIndexof the button in the group. INDEX_NONE if not found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) int32 FindButtonIndex ( const [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * ButtonToFind ) const


className: FNativeOnSelectionCleared

code: class FNativeOnSelectionCleared : public TBaseMulticastDelegate_NoParams< void >


className: FNativeSimpleButtonBaseGroupDelegate

code: class FNativeSimpleButtonBaseGroupDelegate : public TBaseMulticastDelegate_TwoParams< void, UCommonButtonBase *, int32 >


code: void ForEach ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) &, int32)> Functor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * GetButtonBaseAtIndex ( int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) int32 GetButtonCount() const


description: Get the index of the currently hovered button, if any.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=BaseButtonGroup) int32 GetHoveredButtonIndex() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * GetSelectedButtonBase() const


description: Get the index of the currently selected button, if any.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=BaseButtonGroup) int32 GetSelectedButtonIndex() const


code: bool GetSelectionRequired() const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > GetWidgetType() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) bool HasAnyButtons() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnButtonBaseHovered ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * BaseButton )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnButtonBaseUnhovered ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * BaseButton )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnHandleButtonBaseDoubleClicked ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * BaseButton )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnHandleButtonBaseClicked ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * BaseButton )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnSelectionStateChangedBase ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * BaseButton, bool bIsSelected )


code: virtual void OnWidgetAdded ( [UWidget](API\Runtime\UMG\Components\UWidget) * NewWidget )


code: virtual void OnWidgetRemoved ( [UWidget](API\Runtime\UMG\Components\UWidget) * OldWidget )


description: Selects a button at a specific index in the group. Clears all selection if given an invalid index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) void SelectButtonAtIndex ( int32 ButtonIndex, const bool bAllowSound )


description: Selects the next button in the group

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) void SelectNextButton ( bool bAllowWrap )


description: Selects the previous button in the group

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) void SelectPreviousButton ( bool bAllowWrap )


description: Sets whether the group should always have a button selected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=BaseButtonGroup) void SetSelectionRequired ( bool bRequireSelection )


className: UCommonButtonGroupBase

description: Manages an arbitrary collection of CommonButton widgets. Ensures that no more (and optionally, no less) than one button in the group is selected at a time

bSelectionRequired

description: If true, the group will force that a button be selected at all times

Buttons

type: TArray<TWeakOb...

NativeOnButtonBaseClicked

type: FNativeSimpleBu...

NativeOnSelectionCleared

type: FNativeOnSelect...

OnButtonBaseClicked

type: FSimpleButtonBa...

OnSelectionCleared

type: FOnSelectionCle...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Group) void AddWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget )


code: template<typename WidgetT> void AddWidgets ( const [TArray](API\Runtime\Core\Containers\TArray)< WidgetT > & Widgets )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Group) void RemoveAll()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Group) void RemoveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget )


className: UCommonWidgetGroupBase

description: Base class forCommonUIwidget groups, currently only used for button groups

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UCommonWidgetGroupBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: bool HandlePressInput ( [FKey](API\Runtime\InputCore\FKey) KeyPressed, EInputEvent EventType, bool & bPassThrough )


code: bool HandleTouchInput ( uint32 TouchId, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) TouchType, const FVector2D & TouchLocation, bool & bPassThrough )


description: This will trigger the first input action based on input action data and the hold action flag

code: void TriggerFirstMatchingInputAction ( int32 ControllerId, const [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) & InInputActionData, bool bHoldAction )


description: When an action progress happens for a held key, this will be called

code: void UpdateCurrentlyHeldAction ( float InDeltaTime )