42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "InteractionTargetComponent.h"
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#include "InteractionTypes.h"
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#include "InteractionInterfaceLogs.h"
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UInteractionTargetComponent::UInteractionTargetComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UInteractionTargetComponent::BP_AppendTargetConfiguration(const FInteractionContext& Context, FInteractionQueryResults& OutResults) const
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{
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// Just call in the interface implementation on this blueprint.
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AppendTargetConfiguration(Context, OutResults);
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}
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void UInteractionTargetComponent::BP_BeginInteraction(const FInteractionContext& Context)
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{
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// Just call in the interface implementation on this blueprint.
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BeginInteraction(Context);
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}
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void UInteractionTargetComponent::AppendTargetConfiguration(const FInteractionContext& QueryContext, FInteractionQueryResults& OutResults) const
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UInteractionTargetComponent::AppendTargetConfiguration);
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// Add any info about the interactions that are available on this target.
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OutResults.AvailableInteractions.Append(TargetConfigs);
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}
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void UInteractionTargetComponent::BeginInteraction(const FInteractionContext& Context)
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(UInteractionTargetComponent::BeginInteraction);
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UE_LOG(LogInteractions, Log, TEXT("[%hs] Native C++ impl of begin interaction on this target %s"), __func__, *GetNameSafe(this));
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// Broadcast BP event that you can bind to
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OnBeginInteractionCallback.Broadcast(Context);
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}
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