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[UE-9586] The "Back" button in tutorials can be linked to a different tutorial, like the "Next" button. Tutorials assigned to the "Previous Tutorial" field (new) will be used for this, and will activate the button for this purpose on stage 0. Tutorials started in this way will begin on their final stage. The Launch Tutorial functionality (in code) now uses an enum for startup instead of a bool, so we can force a restart, continue from where we left off (default), or start at the final stage.
[CL 2500370 by Richard Hinckley in Main branch]
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Richard.Hinckley@epicgames.com
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59f7299ccf
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4ba3b8b2f1
@@ -104,7 +104,7 @@ public:
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// IIntroTutorials interface
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virtual void LaunchTutorial(const FString& TutorialAssetName) override;
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virtual void LaunchTutorial(UEditorTutorial* Tutorial, bool bRestart = true, TWeakPtr<SWindow> InNavigationWindow = nullptr, FSimpleDelegate OnTutorialClosed = FSimpleDelegate(), FSimpleDelegate OnTutorialExited = FSimpleDelegate()) override;
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virtual void LaunchTutorial(UEditorTutorial* Tutorial, IIntroTutorials::ETutorialStartType InStartType = IIntroTutorials::ETutorialStartType::TST_RESTART, TWeakPtr<SWindow> InNavigationWindow = nullptr, FSimpleDelegate OnTutorialClosed = FSimpleDelegate(), FSimpleDelegate OnTutorialExited = FSimpleDelegate()) override;
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virtual void CloseAllTutorialContent() override;
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virtual TSharedRef<SWidget> CreateTutorialsWidget(FName InContext, TWeakPtr<SWindow> InContextWindow = nullptr) const override;
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virtual TSharedPtr<SWidget> CreateTutorialsLoadingWidget(TWeakPtr<SWindow> InContextWindow = nullptr) const override;
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