UGantrySettingCondition
A rule that hides a setting, disables it, or disables some of its options.
Add conditions to a setting's Conditions list. A setting can have any number, and all of them apply. Gantry provides three:
- When Setting Is: depends on another setting's value.
- Only On Platforms: depends on the platform.
- Only For The First Player: for settings only the first split-screen player may change.
For any other rule, subclass this in Blueprint or C++ and implement Gather Edit State. If the rule reads other settings, list their Ids in Depends On, so the setting is told when they change.
- Inherits
UObject
Properties
| Property | Type | Default | Description |
|---|---|---|---|
DependsOn read-only | TArray<FName> | Ids of settings this condition reads. When one changes, the setting is told to check its state again. |
Functions
GatherEditState
Narrows a setting's edit state: hide it, disable it with a reason, or disable some options.
| Pin | Type | Direction | Description |
|---|---|---|---|
Setting | UGantrySetting* | in | The setting the condition belongs to. |
State | FGantrySettingEditState | out | The state so far; change it in place. |
C++
Public C++ members that Blueprint does not see.
GetDependencies
virtual void
Adds the ids of settings whose changes affect this condition.
The default adds Depends On.