KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UFadeWidget.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
8#pragma once
9
10#include "CoreMinimal.h"
11#include "Blueprint/UserWidget.h"
12#include "UFadeWidget.generated.h"
13
15
20UCLASS()
21class ONEPIECE_API UFadeWidget : public UUserWidget
22{
23 GENERATED_BODY()
24
25protected:
26 virtual void NativeConstruct() override;
27
28public:
33 UFUNCTION(BlueprintCallable, Category = "Fade")
34 void FadeOut(float Duration = 0.5f);
35
40 UFUNCTION(BlueprintCallable, Category = "Fade")
41 void FadeIn(float Duration = 0.5f);
42
46 UPROPERTY(BlueprintAssignable, Category = "Fade")
47 FOnFadeComplete OnFadeOutComplete;
48
52 UPROPERTY(BlueprintAssignable, Category = "Fade")
53 FOnFadeComplete OnFadeInComplete;
54
55private:
59 UFUNCTION()
60 void OnFadeOutAnimationFinished();
61
65 UFUNCTION()
66 void OnFadeInAnimationFinished();
67
68protected:
72 UPROPERTY(Transient, meta = (BindWidgetAnimOptional))
73 TObjectPtr<class UWidgetAnimation> FadeOutAnim;
74
78 UPROPERTY(Transient, meta = (BindWidgetAnimOptional))
79 TObjectPtr<class UWidgetAnimation> FadeInAnim;
80
84 UPROPERTY(meta = (BindWidgetOptional), BlueprintReadOnly)
85 TObjectPtr<class UImage> FadeImage;
86};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFadeComplete)
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Definition UFadeWidget.h:22