UGantrySettingAction
ClassGantrySettingsBlueprint-visibleshown as “Action Setting”
A button among the settings, such as "Calibrate brightness" or "Run benchmark".
It has no value.
Your settings screen calls Execute when the player presses it. You can respond in any of these ways:
- In Blueprint, subclass it and implement On Execute.
- Bind On Executed on the setting, or On Setting Action on the registry. Both pass Action Tag.
- In C++, call BindExecute.
- Inherits
UGantrySetting
Properties
| Property | Type | Default | Description |
|---|---|---|---|
ActionText read-only | FText | What the button says. | |
ActionTag read-only | FGameplayTag | () | What the game hears when the button is used. |
OnExecuted | FGantryOnSettingAction | () | Fired when the action is used. |
Functions
Execute
BlueprintCallableGantry|Settings
Uses the action.
K2_OnExecute
BlueprintImplementableEventGantry|Settings
Blueprint: the action was used.
C++
Public C++ members that Blueprint does not see.
BindExecute
void
C++: runs a function when the action is used.