World Text
Introduction
Actor used to display text in the world
Components
The WorldText
uses the following components:
Name | Description | Type |
---|---|---|
Container | Actor used to display text in the world | USceneComponent* |
TriggerComponent | The trigger used to activate the text | UBoxComponent* |
TextWidgetComponent | The text widget responsible for displaying the text | UWidgetComponent* |
API Reference
Properties
Property | Description | Type | Default Value |
---|---|---|---|
WordWidgetClass | The class used to create the word widget | TSubclassOf<UWorldTextWordWidget> | |
LetterWidgetClass | The class used to create the letter widget | TSubclassOf<UWorldTextLetterWidget> | |
bIsDisabled | Is the trigger disabled? | bool | false |
Text | The text that should be displayed | FText | |
Sound | The sound to play when activating the text | USoundBase* | nullptr |
bPlaySoundAtActor | Should the audio be played at the actor's location? | bool | false |
ActivateOnDestroy | An array of world text actors to activate when this text actor is destroyed | TArray<AWorldText*> | |
EnableOnDestroy | An array of world text actors to enable when this text actor is destroyed | TArray<AWorldText*> |
Functions
Name | Description | Params | Return |
---|---|---|---|
Activate | Activate the text | ||
CanActorTriggerText | Can the actor trigger the text? | Actor (AActor*) The actor to check |
bool A boolean value indicating if the actor can trigger the text |
Blueprint Usage
You can use the WorldText
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Narrative > Activate
- Ultimate Starter Kit > Narrative > Can Actor Trigger Text
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The WorldText
can now be used in any of your C++ files:
#include "USK/Narrative/WorldText.h"
void ATestActor::Test()
{
// WorldText is a pointer to the AWorldText
WorldText->Activate();
bool CanActorTriggerTextValue = WorldText->CanActorTriggerText(Actor);
}