ALimenLevelSequenceTrigger
Overview
ALimenLevelSequenceTrigger is a gameplay actor that triggers a level sequence when another actor overlaps with its trigger box. It supports various settings to control the behavior, such as enabling/disabling the trigger, specifying allowed actors, and managing the lifecycle of the triggered sequence.
Properties
Type | Name | Access | Description |
|---|---|---|---|
| TriggerBox | EditAnywhere | The box component that defines the trigger area. |
| UniqueId | EditAnywhere, BlueprintReadOnly | A unique identifier for this trigger. |
| ActorsAllowedToTrigger | EditAnywhere, BlueprintReadOnly | List of actor classes allowed to trigger the sequence. |
| LevelSequenceToPlay | EditAnywhere, BlueprintReadOnly | The level sequence to play when triggered. |
| SequencePlaybackSettings | EditAnywhere, BlueprintReadOnly | Settings for playing the level sequence. |
| bDestroyAfterFinish | EditAnywhere, BlueprintReadOnly | Whether to destroy the trigger after the sequence finishes. |
| bAllowMultipleExecution | EditAnywhere, BlueprintReadOnly | Whether the trigger can be activated multiple times. |
| bLoadSequenceOnLevelStart | EditAnywhere, BlueprintReadOnly | Whether to load the level sequence when the level starts. |
| bStartEnabled | EditAnywhere, BlueprintReadOnly | Whether the trigger is enabled when the level starts. |
Functions
Return Type | Signature | Description |
|---|---|---|
| SetTriggerEnabled(const bool bNewEnabled) | Enables or disables the trigger. |
| IsEnabled() const | Returns whether the trigger is currently enabled. |
| ShouldSaveData() const override | Determines if data should be saved for this object. |
| ShouldLoadData() const override | Determines if data should be loaded for this object. |
| PreDataSaved() override | Called before data is saved. |
| PostDataSaved() override | Called after data is saved. |
| PreDataLoaded() override | Called before data is loaded. |
| PostDataLoaded() override | Called after data is loaded. |
| GetUniqueDeterministicId() const override | Returns a unique, deterministic ID for this object. |
Usage & Implementation Notes
Threading Constraints: This class does not have any specific threading constraints.
Replication Requirements: None.
Memory Lifetime Management: The sequence player and actor are managed using strong and weak pointers to ensure proper garbage collection.
Initialization Dependencies: The trigger box is created in the constructor, and the sequence is loaded based on the
bLoadSequenceOnLevelStartproperty.