#include <DebugTextInfo.h>
◆ FDebugTextInfo()
| FDebugTextInfo::FDebugTextInfo |
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◆ bAbsoluteLocation
| uint32 FDebugTextInfo::bAbsoluteLocation |
whether the offset should be treated as absolute world location of the string
◆ bDrawShadow
| uint32 FDebugTextInfo::bDrawShadow |
Whether to draw a shadow for the text
◆ bKeepAttachedToActor
| uint32 FDebugTextInfo::bKeepAttachedToActor |
If the actor moves does the text also move with it?
◆ DebugText
| FString FDebugTextInfo::DebugText |
◆ Duration
| float FDebugTextInfo::Duration |
Duration used to lerp desired offset
◆ Font
The Font which to display this as. Will Default to GetSmallFont()
◆ FontScale
| float FDebugTextInfo::FontScale |
Scale to apply to font when rendering
◆ OrigActorLocation
| FVector FDebugTextInfo::OrigActorLocation |
When we first spawn store off the original actor location for use with bKeepAttachedToActor
◆ SrcActor
◆ SrcActorDesiredOffset
| FVector FDebugTextInfo::SrcActorDesiredOffset |
Desired offset to interpolate to
◆ SrcActorOffset
| FVector FDebugTextInfo::SrcActorOffset |
Offset from SrcActor.Location to apply
◆ TextColor
| FColor FDebugTextInfo::TextColor |
◆ TimeRemaining
| float FDebugTextInfo::TimeRemaining |
Time remaining for the debug text, -1.f == infinite
The documentation for this struct was generated from the following file: