You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
All changes regarding e-mail discussion titled "Asset registry shenanigans". Changes: 1. Engine now actively is getting rid of short asset paths in FStringAssetReference during saving (for all packages) and loading (only for older packages). 2. Deprecated direct access to FStringAssetReference.AssetLongPathname and exposed it via ToString and SetPath -- SetPath is making sure the path is in correct format. If the path can't be found on disk, the path is cleared. 3. Also access to FStringAssetReference.AssetLongPathnam via Blueprints is guarded using custom Make node function that uses SetPath instead of simple assign. 4. StringAssetReferenceMap will now contain only paths to packages (not objects) and ini references 5. GetDependencies now has additional parameter that lets you chose if it should resolve ini references or not. It was left not as default to keep old behaviour. [CL 2630589 by Jaroslaw Palczynski in Main branch]
470 lines
16 KiB
C++
470 lines
16 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "IntroTutorialsPrivatePCH.h"
|
|
#include "STutorialRoot.h"
|
|
#include "SEditorTutorials.h"
|
|
#include "EditorTutorialSettings.h"
|
|
#include "TutorialStateSettings.h"
|
|
#include "AssetEditorManager.h"
|
|
#include "ToolkitManager.h"
|
|
#include "IToolkit.h"
|
|
#include "IToolkitHost.h"
|
|
#include "EngineAnalytics.h"
|
|
#include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h"
|
|
#include "Editor/MainFrame/Public/Interfaces/IMainFrameModule.h"
|
|
#include "NotificationManager.h"
|
|
#include "SNotificationList.h"
|
|
#include "Kismet/GameplayStatics.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "STutorialRoot"
|
|
|
|
void STutorialRoot::Construct(const FArguments& InArgs)
|
|
{
|
|
CurrentTutorial = nullptr;
|
|
CurrentTutorialStage = 0;
|
|
CurrentTutorialStartTime = FPlatformTime::Seconds();
|
|
|
|
ChildSlot
|
|
[
|
|
SNullWidget::NullWidget
|
|
];
|
|
}
|
|
|
|
void STutorialRoot::AttachWidget(TSharedPtr<SWidget> Widget)
|
|
{
|
|
//This checkSlow is just here to ensure we know what we're doing
|
|
checkSlow(ChildSlot.GetWidget() == SNullWidget::NullWidget);
|
|
ChildSlot.AttachWidget(Widget.ToSharedRef());
|
|
}
|
|
|
|
void STutorialRoot::DetachWidget()
|
|
{
|
|
ChildSlot.DetachWidget();
|
|
}
|
|
|
|
void STutorialRoot::MaybeAddOverlay(TSharedRef<SWindow> InWindow)
|
|
{
|
|
if(InWindow->HasOverlay())
|
|
{
|
|
// check we don't already have a widget overlay for this window
|
|
TWeakPtr<SEditorTutorials>* FoundWidget = TutorialWidgets.Find(InWindow);
|
|
if(FoundWidget == nullptr)
|
|
{
|
|
TSharedPtr<SEditorTutorials> TutorialWidget = nullptr;
|
|
InWindow->AddOverlaySlot()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.VAlign(VAlign_Fill)
|
|
.HAlign(HAlign_Fill)
|
|
[
|
|
SAssignNew(TutorialWidget, SEditorTutorials)
|
|
.ParentWindow(InWindow)
|
|
.OnNextClicked(FOnNextClicked::CreateSP(this, &STutorialRoot::HandleNextClicked))
|
|
.OnBackClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleBackClicked))
|
|
.OnHomeClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleHomeClicked))
|
|
.OnCloseClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleCloseClicked))
|
|
.OnGetCurrentTutorial(FOnGetCurrentTutorial::CreateSP(this, &STutorialRoot::HandleGetCurrentTutorial))
|
|
.OnGetCurrentTutorialStage(FOnGetCurrentTutorialStage::CreateSP(this, &STutorialRoot::HandleGetCurrentTutorialStage))
|
|
.OnLaunchTutorial(FOnLaunchTutorial::CreateSP(this, &STutorialRoot::LaunchTutorial))
|
|
.OnWasWidgetDrawn(FOnWasWidgetDrawn::CreateSP(this, &STutorialRoot::WasWidgetDrawn))
|
|
.OnWidgetWasDrawn(FOnWidgetWasDrawn::CreateSP(this, &STutorialRoot::WidgetWasDrawn))
|
|
]
|
|
];
|
|
|
|
FoundWidget = &TutorialWidgets.Add(InWindow, TutorialWidget);
|
|
|
|
FoundWidget->Pin()->RebuildCurrentContent();
|
|
}
|
|
}
|
|
|
|
TArray<TSharedRef<SWindow>> ChildWindows = InWindow->GetChildWindows();
|
|
for(auto& ChildWindow : ChildWindows)
|
|
{
|
|
MaybeAddOverlay(ChildWindow);
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
|
|
{
|
|
TArray<TSharedRef<SWindow>> Windows = FSlateApplication::Get().GetInteractiveTopLevelWindows();
|
|
for(auto& Window : Windows)
|
|
{
|
|
MaybeAddOverlay(Window);
|
|
}
|
|
|
|
// empty array but leave us the slack (we dont want to reallocate all the time, and this array should never grow too large)
|
|
PreviouslyDrawnWidgets.Empty(PreviouslyDrawnWidgets.Max());
|
|
PreviouslyDrawnWidgets.Append(MoveTemp(DrawnWidgets));
|
|
DrawnWidgets.Empty(DrawnWidgets.Max());
|
|
}
|
|
|
|
void STutorialRoot::LaunchTutorial(UEditorTutorial* InTutorial, IIntroTutorials::ETutorialStartType InStartType, TWeakPtr<SWindow> InNavigationWindow, FSimpleDelegate InOnTutorialClosed, FSimpleDelegate InOnTutorialExited)
|
|
{
|
|
if(InTutorial != nullptr)
|
|
{
|
|
CurrentTutorial = InTutorial;
|
|
|
|
// we force a restart if this tutorial was completed
|
|
if (GetDefault<UTutorialStateSettings>()->HaveCompletedTutorial(CurrentTutorial) && (InStartType == IIntroTutorials::ETutorialStartType::TST_CONTINUE))
|
|
{
|
|
InStartType = IIntroTutorials::ETutorialStartType::TST_RESTART;
|
|
}
|
|
|
|
bool bHaveSeenTutorial = false;
|
|
switch (InStartType)
|
|
{
|
|
case IIntroTutorials::ETutorialStartType::TST_RESTART:
|
|
CurrentTutorialStage = 0;
|
|
break;
|
|
case IIntroTutorials::ETutorialStartType::TST_LASTSTAGE:
|
|
CurrentTutorialStage = FMath::Max(0, (CurrentTutorial->Stages.Num() - 1));
|
|
break;
|
|
default:
|
|
case IIntroTutorials::ETutorialStartType::TST_CONTINUE:
|
|
CurrentTutorialStage = GetDefault<UTutorialStateSettings>()->GetProgress(CurrentTutorial, bHaveSeenTutorial);
|
|
break;
|
|
}
|
|
|
|
// check if we should be launching this tutorial for an asset editor
|
|
if(InTutorial->AssetToUse.IsValid())
|
|
{
|
|
TArray<FString> AssetPaths;
|
|
AssetPaths.Add(InTutorial->AssetToUse.ToString());
|
|
FAssetEditorManager::Get().OpenEditorsForAssets(AssetPaths);
|
|
|
|
UObject* Asset = InTutorial->AssetToUse.ResolveObject();
|
|
if(Asset != nullptr)
|
|
{
|
|
TSharedPtr<IToolkit> Toolkit = FToolkitManager::Get().FindEditorForAsset( Asset );
|
|
if(Toolkit.IsValid())
|
|
{
|
|
InNavigationWindow = FSlateApplication::Get().FindWidgetWindow(Toolkit->GetToolkitHost()->GetParentWidget());
|
|
|
|
// make sure we have a valid tutorial overlay
|
|
if(InNavigationWindow.IsValid())
|
|
{
|
|
MaybeAddOverlay(InNavigationWindow.Pin().ToSharedRef());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CurrentTutorialStartTime = FPlatformTime::Seconds();
|
|
|
|
// launch tutorial for all windows we wrap - any tutorial can display over any window
|
|
for(auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if(TutorialWidget.Value.IsValid())
|
|
{
|
|
bool bIsNavigationWindow = false;
|
|
if (!InNavigationWindow.IsValid())
|
|
{
|
|
bIsNavigationWindow = TutorialWidget.Value.Pin()->IsNavigationVisible();
|
|
}
|
|
else
|
|
{
|
|
bIsNavigationWindow = (TutorialWidget.Value.Pin()->GetParentWindow() == InNavigationWindow.Pin());
|
|
}
|
|
TutorialWidget.Value.Pin()->LaunchTutorial(bIsNavigationWindow, InOnTutorialClosed, InOnTutorialExited);
|
|
}
|
|
}
|
|
|
|
if (CurrentTutorial != nullptr)
|
|
{
|
|
CurrentTutorial->HandleTutorialLaunched();
|
|
}
|
|
|
|
if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num())
|
|
{
|
|
CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::CloseAllTutorialContent()
|
|
{
|
|
for (auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if (TutorialWidget.Value.IsValid())
|
|
{
|
|
TutorialWidget.Value.Pin()->HideContent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::HandleNextClicked(TWeakPtr<SWindow> InNavigationWindow)
|
|
{
|
|
GoToNextStage(InNavigationWindow);
|
|
}
|
|
|
|
void STutorialRoot::HandleBackClicked()
|
|
{
|
|
if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr)
|
|
{
|
|
TArray<FAnalyticsEventAttribute> EventAttributes;
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Context.Tutorial"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Context.StageIndex"), CurrentTutorialStage));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.ClickedBackButton"), EventAttributes );
|
|
}
|
|
|
|
GoToPreviousStage();
|
|
|
|
for(auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if(TutorialWidget.Value.IsValid())
|
|
{
|
|
TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
|
|
PinnedTutorialWidget->RebuildCurrentContent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::HandleHomeClicked()
|
|
{
|
|
if(CurrentTutorial != nullptr)
|
|
{
|
|
CurrentTutorial->HandleTutorialClosed();
|
|
GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
|
|
GetMutableDefault<UTutorialStateSettings>()->SaveProgress();
|
|
}
|
|
|
|
// submit analytics data
|
|
if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() )
|
|
{
|
|
FString const CurrentExcerptTitle = CurrentTutorial->Stages[CurrentTutorialStage].Name.ToString();
|
|
int32 const CurrentExcerptIndex = CurrentTutorialStage;
|
|
float const CurrentPageElapsedTime = (float)(FPlatformTime::Seconds() - CurrentTutorialStartTime);
|
|
|
|
TArray<FAnalyticsEventAttribute> EventAttributes;
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageIndex"), CurrentExcerptIndex));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageTitle"), CurrentExcerptTitle));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TimeSpentInTutorial"), CurrentPageElapsedTime));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TutorialAsset"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.Home"), EventAttributes );
|
|
}
|
|
|
|
CurrentTutorial = nullptr;
|
|
CurrentTutorialStage = 0;
|
|
|
|
for(auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if(TutorialWidget.Value.IsValid())
|
|
{
|
|
TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
|
|
PinnedTutorialWidget->RebuildCurrentContent();
|
|
}
|
|
}
|
|
}
|
|
|
|
UEditorTutorial* STutorialRoot::HandleGetCurrentTutorial()
|
|
{
|
|
return CurrentTutorial;
|
|
}
|
|
|
|
int32 STutorialRoot::HandleGetCurrentTutorialStage()
|
|
{
|
|
return CurrentTutorialStage;
|
|
}
|
|
|
|
void STutorialRoot::AddReferencedObjects( FReferenceCollector& Collector )
|
|
{
|
|
if(CurrentTutorial != nullptr)
|
|
{
|
|
Collector.AddReferencedObject(CurrentTutorial);
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::GoToPreviousStage()
|
|
{
|
|
if (CurrentTutorial != nullptr)
|
|
{
|
|
UEditorTutorial* OldTutorial = CurrentTutorial;
|
|
int32 OldTutorialStage = CurrentTutorialStage;
|
|
if (CurrentTutorialStage < CurrentTutorial->Stages.Num())
|
|
{
|
|
CurrentTutorial->HandleTutorialStageEnded(CurrentTutorial->Stages[CurrentTutorialStage].Name);
|
|
}
|
|
|
|
FString PlatformName = UGameplayStatics::GetPlatformName();
|
|
for (--CurrentTutorialStage; CurrentTutorialStage >= 0; --CurrentTutorialStage)
|
|
{
|
|
bool bPlatformFoundInList = false;
|
|
for (FString PlatformToTest : CurrentTutorial->Stages[CurrentTutorialStage].PlatformsToTest)
|
|
{
|
|
if (!PlatformName.Compare(PlatformToTest, ESearchCase::IgnoreCase))
|
|
{
|
|
bPlatformFoundInList = true;
|
|
break;
|
|
}
|
|
}
|
|
if (bPlatformFoundInList != CurrentTutorial->Stages[CurrentTutorialStage].bInvertPlatformTest)
|
|
{
|
|
// Skip this stage
|
|
continue;
|
|
}
|
|
// We hit a page that we don't want to skip. Record progress and stop looking.
|
|
GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
|
|
break;
|
|
}
|
|
if (CurrentTutorialStage < 0)
|
|
{
|
|
// We went out of bounds for this tutorial, so see if we want to go to another one.
|
|
CurrentTutorialStage = 0;
|
|
if (FName(*CurrentTutorial->PreviousTutorial.ToString()) != NAME_None)
|
|
{
|
|
TSubclassOf<UEditorTutorial> PreviousTutorialClass = LoadClass<UEditorTutorial>(NULL, *CurrentTutorial->PreviousTutorial.ToString(), NULL, LOAD_None, NULL);
|
|
if (PreviousTutorialClass != nullptr)
|
|
{
|
|
LaunchTutorial(PreviousTutorialClass->GetDefaultObject<UEditorTutorial>(), IIntroTutorials::ETutorialStartType::TST_LASTSTAGE, nullptr, FSimpleDelegate(), FSimpleDelegate());
|
|
}
|
|
else
|
|
{
|
|
FSlateNotificationManager::Get().AddNotification(FNotificationInfo(FText::Format(LOCTEXT("TutorialNotFound", "Could not start previous tutorial {0}"), FText::FromString(CurrentTutorial->PreviousTutorial.ToString()))));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() && (CurrentTutorial != OldTutorial || CurrentTutorialStage != OldTutorialStage))
|
|
{
|
|
CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
|
|
}
|
|
}
|
|
|
|
for (auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if (TutorialWidget.Value.IsValid())
|
|
{
|
|
TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
|
|
PinnedTutorialWidget->RebuildCurrentContent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::GoToNextStage(TWeakPtr<SWindow> InNavigationWindow)
|
|
{
|
|
if(CurrentTutorial != nullptr)
|
|
{
|
|
UEditorTutorial* OldTutorial = CurrentTutorial;
|
|
int32 OldTutorialStage = CurrentTutorialStage;
|
|
if(CurrentTutorialStage < CurrentTutorial->Stages.Num())
|
|
{
|
|
CurrentTutorial->HandleTutorialStageEnded(CurrentTutorial->Stages[CurrentTutorialStage].Name);
|
|
}
|
|
|
|
FString PlatformName = UGameplayStatics::GetPlatformName();
|
|
for (++CurrentTutorialStage; CurrentTutorialStage < CurrentTutorial->Stages.Num(); ++CurrentTutorialStage)
|
|
{
|
|
bool bPlatformFoundInList = false;
|
|
for (FString PlatformToTest : CurrentTutorial->Stages[CurrentTutorialStage].PlatformsToTest)
|
|
{
|
|
if (!PlatformName.Compare(PlatformToTest, ESearchCase::IgnoreCase))
|
|
{
|
|
bPlatformFoundInList = true;
|
|
break;
|
|
}
|
|
}
|
|
if (bPlatformFoundInList != CurrentTutorial->Stages[CurrentTutorialStage].bInvertPlatformTest)
|
|
{
|
|
// Skip this stage
|
|
continue;
|
|
}
|
|
// We hit a page that we don't want to skip. Record progress and stop looking.
|
|
GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
|
|
break;
|
|
}
|
|
if (CurrentTutorialStage + 1 >= CurrentTutorial->Stages.Num())
|
|
{
|
|
// We went out of bounds for this tutorial, so see if we want to go to another one.
|
|
CurrentTutorialStage = CurrentTutorial->Stages.Num() - 1;
|
|
if (FName(*CurrentTutorial->PreviousTutorial.ToString()) != NAME_None)
|
|
{
|
|
TSubclassOf<UEditorTutorial> NextTutorialClass = LoadClass<UEditorTutorial>(NULL, *CurrentTutorial->NextTutorial.ToString(), NULL, LOAD_None, NULL);
|
|
if (NextTutorialClass != nullptr)
|
|
{
|
|
LaunchTutorial(NextTutorialClass->GetDefaultObject<UEditorTutorial>(), IIntroTutorials::ETutorialStartType::TST_RESTART, InNavigationWindow, FSimpleDelegate(), FSimpleDelegate());
|
|
}
|
|
else
|
|
{
|
|
FSlateNotificationManager::Get().AddNotification(FNotificationInfo(FText::Format(LOCTEXT("TutorialNotFound", "Could not start next tutorial {0}"), FText::FromString(CurrentTutorial->NextTutorial.ToString()))));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() && (CurrentTutorial != OldTutorial || CurrentTutorialStage != OldTutorialStage))
|
|
{
|
|
CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
|
|
}
|
|
}
|
|
|
|
for(auto& TutorialWidget : TutorialWidgets)
|
|
{
|
|
if(TutorialWidget.Value.IsValid())
|
|
{
|
|
TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
|
|
PinnedTutorialWidget->RebuildCurrentContent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void STutorialRoot::HandleCloseClicked()
|
|
{
|
|
if(CurrentTutorial != nullptr)
|
|
{
|
|
CurrentTutorial->HandleTutorialClosed();
|
|
// Update the current stage when we close
|
|
bool bHaveSeenTutorial = false;
|
|
CurrentTutorialStage = GetDefault<UTutorialStateSettings>()->GetProgress(CurrentTutorial, bHaveSeenTutorial);
|
|
GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
|
|
GetMutableDefault<UTutorialStateSettings>()->SaveProgress();
|
|
}
|
|
|
|
// submit analytics data
|
|
if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() )
|
|
{
|
|
UEditorTutorial* AttractTutorial = nullptr;
|
|
UEditorTutorial* LaunchTutorial = nullptr;
|
|
FString BrowserFilter;
|
|
GetDefault<UEditorTutorialSettings>()->FindTutorialInfoForContext(TEXT("LevelEditor"), AttractTutorial, LaunchTutorial, BrowserFilter);
|
|
|
|
// prepare and send analytics data
|
|
bool const bClosedInitialAttract = (CurrentTutorial == AttractTutorial);
|
|
|
|
FString const CurrentExcerptTitle = bClosedInitialAttract ? TEXT("InitialAttract") : CurrentTutorial->Stages[CurrentTutorialStage].Name.ToString();
|
|
int32 const CurrentExcerptIndex = bClosedInitialAttract ? -1 : CurrentTutorialStage;
|
|
float const CurrentPageElapsedTime = bClosedInitialAttract ? 0.f : (float)(FPlatformTime::Seconds() - CurrentTutorialStartTime);
|
|
|
|
TArray<FAnalyticsEventAttribute> EventAttributes;
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageIndex"), CurrentExcerptIndex));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageTitle"), CurrentExcerptTitle));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TimeSpentInTutorial"), CurrentPageElapsedTime));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TutorialAsset"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.Closed"), EventAttributes );
|
|
}
|
|
|
|
//Tutorial is no longer current
|
|
CurrentTutorial = nullptr;
|
|
}
|
|
|
|
bool STutorialRoot::WasWidgetDrawn(const FName& InName) const
|
|
{
|
|
for(const auto& WidgetName : PreviouslyDrawnWidgets)
|
|
{
|
|
if(InName == WidgetName)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void STutorialRoot::WidgetWasDrawn(const FName& InName)
|
|
{
|
|
DrawnWidgets.Add(InName);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |