KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
로딩중...
검색중...
일치하는것 없음
ALingoPlayerState 멤버 목록

다음에 대한 모든 멤버의 목록입니다 : ALingoPlayerState (모든 상속된 멤버들도 포함합니다.)

AccessTokenALingoPlayerStateprivate
AddSpeakJudes(const FResponseSpeakingJudes &EvaluationResult)ALingoPlayerState
ALingoPlayerState()ALingoPlayerState
AttemptCountALingoPlayerState
bListenQuestCompletedALingoPlayerState
bListenQuestIngALingoPlayerState
bReadQuestCompletedALingoPlayerState
bReadQuestIngALingoPlayerState
bSpeakQuestCompletedALingoPlayerState
bSpeakQuestIngALingoPlayerState
bWriteQuestCompletedALingoPlayerState
bWriteQuestIngALingoPlayerState
bWrongWord1ALingoPlayerState
bWrongWord2ALingoPlayerState
GetChatContext() constALingoPlayerState
GetCurrentSpeakQuestion(int32 StepIndex, FSpeakStageQuestion &Out) constALingoPlayerState
GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > &OutLifetimeProps) const overrideALingoPlayerStateprotectedvirtual
GetToken()ALingoPlayerStateinline
IsListenQuestCompleted() constALingoPlayerStateinline
IsReadQuestCompleted() constALingoPlayerStateinline
IsSpeakQuestCompleted() constALingoPlayerStateinline
IsWriteQuestCompleted() constALingoPlayerStateinline
OnRep_QuestRole()ALingoPlayerState
OnRep_QuestState()ALingoPlayerState
OnRep_SelectedWord1()ALingoPlayerState
OnRep_SelectedWord2()ALingoPlayerState
OnRep_SpeakScenarioData()ALingoPlayerState
OnRep_WrongWord1()ALingoPlayerState
OnRep_WrongWord2()ALingoPlayerState
OnUpdateSpeakScenarioData()ALingoPlayerState
QuestRoleALingoPlayerState
RefreshQuestState()ALingoPlayerState
SelectedWord1ALingoPlayerState
SelectedWord2ALingoPlayerState
Server_NotifySpeakDataReady()ALingoPlayerState
Server_SetSelectedWord1(const FString &Word1)ALingoPlayerState
Server_SetSelectedWord2(const FString &Word2)ALingoPlayerState
SetListenQuestCompleted()ALingoPlayerState
SetListenQuestIng(bool bInProgress)ALingoPlayerState
SetReadQuestCompleted()ALingoPlayerState
SetReadQuestIng(bool bInProgress)ALingoPlayerState
SetSpeakQuestCompleted()ALingoPlayerState
SetSpeakQuestIng(bool bInProgress)ALingoPlayerState
SetToken(FString InToken)ALingoPlayerStateinline
SetWriteQuestCompleted()ALingoPlayerState
SetWriteQuestIng(bool bInProgress)ALingoPlayerState
SpeakJudesResultsALingoPlayerState
SpeakResultALingoPlayerState
SpeakScenarioDataALingoPlayerState
WriteQuestionDataALingoPlayerState
WriteSubmitResultDataALingoPlayerState
WriteWholeResultDataALingoPlayerState