Fixed up some description text.
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7505a70575
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64b2c8e934
@ -30,16 +30,16 @@ public:
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protected:
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protected:
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/**
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/**
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* GUID for this Mountea Dialogue Graph.
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* Unique GUID for this graph.
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*❗ Unique identifier for this Dialogue Graph instance.
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* Can be used for debugging and tracing purposes.
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*❔ Can be used for debugging and tracing purposes.
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*/
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*/
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UPROPERTY(BlueprintReadOnly, Category="Combo Input")
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UPROPERTY(BlueprintReadOnly, Category="Combo Input")
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FGuid GraphGUID;
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FGuid GraphGUID;
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public:
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public:
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/**
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// Pointer to the starting node of the dialogue graph.
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* Pointer to the starting node of the dialogue graph.
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*/
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UPROPERTY(BlueprintReadOnly, Category="Combo Input|Action")
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UPROPERTY(BlueprintReadOnly, Category="Combo Input|Action")
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class UComboActionGraphNode *StartNode = nullptr;
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class UComboActionGraphNode *StartNode = nullptr;
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/**
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/**
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@ -42,7 +42,7 @@ public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboInputAsset", "Combo Input Asset"); }
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboInputAsset", "Combo Input Asset"); }
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virtual uint32 GetCategories() override { return FComboInputEditorModule::GetInputAssetsCategory(); }
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virtual uint32 GetCategories() override { return FComboInputEditorModule::GetInputAssetsCategory(); }
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virtual FColor GetTypeColor() const override { return FColor(255, 127, 255); }
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virtual FColor GetTypeColor() const override { return FColor(255, 127, 255); }
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virtual FText GetAssetDescription(const FAssetData &AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboInputAssetDesc", "This maps a sequence of button inputs from EnhancedInput to a combo action that can be used to execute a sequence of moves. This gets sent from the input buffer subsystem to the player controller's ComboManagerComponent, which executes the associated action in the current ComboSequenceNode."); }
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virtual FText GetAssetDescription(const FAssetData &AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboInputAssetDesc", "This maps a sequence of button inputs from EnhancedInput to a combo action that can be used to execute a sequence of moves. This gets sent from the input buffer subsystem to the player controller's ComboManagerComponent, which executes the associated action in the current ComboActionGraph."); }
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virtual UClass *GetSupportedClass() const override { return UComboInputAsset::StaticClass(); }
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virtual UClass *GetSupportedClass() const override { return UComboInputAsset::StaticClass(); }
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};
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};
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@ -52,7 +52,7 @@ public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboActionGraph", "Combo Action Graph"); }
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboActionGraph", "Combo Action Graph"); }
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virtual uint32 GetCategories() override { return FComboInputEditorModule::GetInputAssetsCategory(); }
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virtual uint32 GetCategories() override { return FComboInputEditorModule::GetInputAssetsCategory(); }
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virtual FColor GetTypeColor() const override { return FColor(255, 127, 255); }
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virtual FColor GetTypeColor() const override { return FColor(255, 127, 255); }
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virtual FText GetAssetDescription(const FAssetData &AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboActionGraphDesc", "This maps a sequence of button inputs from EnhancedInput to a combo action that can be used to execute a sequence of moves. This gets sent from the input buffer subsystem to the player controller's ComboManagerComponent, which executes the associated action in the current ComboSequenceNode."); }
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virtual FText GetAssetDescription(const FAssetData &AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ComboActionGraphDesc", "A node graph containing a sequence of combo actions. Each node can respond to any number of combo inputs, and when activated will execute the associated event."); }
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virtual UClass *GetSupportedClass() const override { return UComboActionGraph::StaticClass(); }
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virtual UClass *GetSupportedClass() const override { return UComboActionGraph::StaticClass(); }
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virtual void OpenAssetEditor(const TArray<UObject*> &InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor = TSharedPtr<IToolkitHost>()) override
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virtual void OpenAssetEditor(const TArray<UObject*> &InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor = TSharedPtr<IToolkitHost>()) override
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