Blueprint Interface Documentation ABookMenuActor Properties Property Name Type Access Description BookMenuData UBookMenuData EditAnywhere Default Configuration Data for the Book, containing information such as the the widgets to be displayed as book pages SkeletalMeshComponent USkeletalMeshComponent VisibleAnywhere, BlueprintReadOnly The animated book mesh StaticMeshComponent UStaticMeshComponent VisibleAnywhere, BlueprintReadOnly A dummy static mesh component for doing traces. Needed to determine the UV coordinates based on trace hit results. The static mesh will be hidden in game. Must represent the book in a open state. LeftPageCollision UBoxComponent VisibleAnywhere, BlueprintReadOnly Collision box used to determine which page of the book was traced RightPageCollision UBoxComponent VisibleAnywhere, BlueprintReadOnly Collision box used to determine which page of the book was traced InteractionActor ABookMenuInteractionActor EditAnywhere, BlueprintReadOnly Reference to the actor that redirects the interaction to a widget interaction component Functions Set Book Menu Data Can be used to set the book menu data after begin play, during the game Pin Direction Type Description In Book Menu Data Input UBookMenuData The new Book Menu Data. Will be cloned internally. Get Book Menu Data Can be used to set the book menu data after begin play, during the game Pin Direction Type Description Return Value Output UBookMenuData A clone of the current Book Menu Data Get Current Page Section Index Can be used to get the current page section index. The page section index indicates the currently shown pair of pages. (Index of the PageSection Array inside the BookMenuData) Pin Direction Type Description Return Value Output Integer the current page section index; -1 in case Anim Instance is not defined Get Pending Page Section Index Can be used to get the pending page section index. The pending page section index indicates the currently pending pair of pages while switching pages is in progress. Pin Direction Type Description Return Value Output Integer the pending page section index; -1 in case Anim Instance is not defined Get Current Page Index Can be used to get the index of the current page, where the interaction pointer points on. Pin Direction Type Description Return Value Output Integer the current page index 0 = Left ; 1 = Rightreturns -1 in case Anim Instance is not defined Get Book Is Open Can be used to check if the book is in an opened state Pin Direction Type Description Return Value Output Boolean true if the book is in open state; false if the book is in closed state Get Book Should Open Can be used to check if the book should be in an opened state but opening is still in progress. Pin Direction Type Description Return Value Output Boolean true if the book should be in open state Get Book Should Close Can be used to check of the book should be in a closed state but closing is still in progress. Pin Direction Type Description Return Value Output Boolean true if the book should be in closed state Get Page Sections Can be used to get the Page Sections. Pin Direction Type Description Return Value Output TMap an Map of the page sections of the book Get Interaction Actor Returns the reference to the Book Menu Interaction Actor Pin Direction Type Description Return Value Output ABookMenuInteractionActor Returns the reference to the Book Menu Interaction Actor Set Interaction Actor Registers the Book Menu Interaction Actor to be used for Interaction with the Book Pin Direction Type Description In Interaction Actor Input ABookMenuInteractionActor The Book Menu Interaction Actor to be set Register Interaction Component Method to register a Book Menu Interaction Component Pin Direction Type Description In Interaction Component Input UBookMenuInteractionComponent The Book Menu Interaction Component to be registered. Register Interaction Actor Method to register a Book Menu Interaction Component Pin Direction Type Description In Interaction Actor Input UBookMenuInteractionActor The Book Menu Interaction Actor to be registered. Jump to Page Section Determines if a forward or backward page turn need to be performed based on the current page section index. Pin Direction Type Description Section Index Input int32 The index of the Page Section to be displayed Open Book At If the book is closed, this triggers the open book animation and upfront sets the correct section to display. Pin Direction Type Description Section Index Input int32 The Page Section Index to be displayed while opening the book Close Book Triggers the Close Book animation Pause Book Update Pauses the animation update of the anim instance without closing the book first. Resume Book Update Resume the animation update of the anim instance. Will only resume if the book is already open. Closed books don't need to consume render time Interact Performs a Line Trace based on the Start and End Parameters and moves the Widget Interaction pointer of the Book Menu Interaction Actor if it is set. Also tells the Animation Blueprint which page was traced to. Pin Direction Type Description Start Input FVector Start of the Line Trace End Input FVector End of the Line Trace Debug Trace Input bool Shows a debug trace if true. Trace Channel Input ECollisionChannel The Collision Channel to be used for the line trace. Success Output EXEC Indicates if the Interaction was executed successfully Failed Output EXEC Indicates if the Interaction was not executed successfully Return Value Output bool returns tru if the operation was successful. Otherwise false InteractExt (Release 1.4+) Performs a Line Trace based on the Start and End Parameters and moves the Widget Interaction pointer of the Book Menu Interaction Actor if it is set. Also tells the Animation Blueprint which page was traced to. Pin Direction Type Description Start Input FVector Start of the Line Trace End Input FVector End of the Line Trace OutUVCoordinates Output FVectro2d The UV coordinates of the traced page Debug Trace Input bool Shows a debug trace if true. Trace Channel Input ECollisionChannel The Collision Channel to be used for the line trace. Success Output EXEC Indicates if the Interaction was executed successfully Failed Output EXEC Indicates if the Interaction was not executed successfully Return Value Output bool returns tru if the operation was successful. Otherwise false Set Keyboard Focus Pin Direction Type Description In Page Index Input Integer The page index to set the focus to Debug Trace Input bool Shows a debug trace if true. Success Output EXEC Indicates if the Interaction was executed successfully Failed Output EXEC Indicates if the Interaction was not executed successfully Return Value Output bool returns tru if the operation was successful. Otherwise false Get Anim Instance Returns the Animation Instance of the Animation Blueprint Pin Direction Type Description Return Value Output UBookMenuAnimInstance Get Left Page Collision Box Returns the Collision Box of the left page Pin Direction Type Description Return Value Output UBoxComponent Get Right Page Collision Box Returns the Collision Box of the right page Pin Direction Type Description Return Value Output UBoxComponent Get Static Mesh Component Returns the Static Mesh Component Pin Direction Type Description Return Value Output UStaticMeshComponent ABookMenuInteractionActor Properties Property Name Type Access Description WidgetInteractionComponent UWidgetInteractionComponent VisibleAnywhere, BlueprintReadOnly The widget interaction component used to redirect the book interaction onto a Widget Component PageWidgetComponentA UWidgetComponent VisibleAnywhere, BlueprintReadOnly The widget component used to display the first page PageWidgetComponentB UWidgetComponent VisibleAnywhere, BlueprintReadOnly The widget component used to display the second page PageWidgetComponentC UWidgetComponent VisibleAnywhere, BlueprintReadOnly The widget component used to display the third page PageWidgetComponentD UWidgetComponent VisibleAnywhere, BlueprintReadOnly The widget component used to display the fourth page ActiveWidgetComponent UWidgetComponent VisibleAnywhere, BlueprintReadOnly The widget component which is currently under interaction DrawSize UStaticMeshComponent VisibleAnywhere, BlueprintReadOnly The Draw Size of the Widget. User Widgets and Render Targets must have the same resolution. Will be set via the Book Menu Data of the Book Menu Actor Functions Move Pointer Calculates the world location on the Page Widget based on the UV Coordinates of the Book Actors Book Mesh Pin Direction Type Description UV Coordinates Input FVector2D UV Coordinates of the Book Page Debug Trace Input bool Shows a debug trace if true Return Value Output bool returns true if the operation was successful. Otherwise false. Reset Pointer Sets the Interaction Pointer to a safe spot which triggers no interaction Pin Direction Type Description Debug Trace Input bool Shows a debug trace if true Return Value Output bool returns true if the operation was successful. Otherwise false. Get Interaction Component returns the Widget Interaction Component. Can be used to do further interaction with the widget such as send keys etc. Pin Direction Type Description Return Value Output UWidgetInteractionComponent UBookMenuData Properties Property Name Type Access Description SkeletalMesh USkeletalMesh EditAnywhere The Skeletal Mesh to be set after Begin Play AnimInstanceClass TSubclassOf EditAnywhere The Animation Blueprint class to be set after Begin Play PageMaterialIndexMapping FPageMaterialIndexMapping EditAnywhere Mapping that tells us which Material Index of the Skeletal Mesh shall be used for which Page DefaultPageSection FPageSectionDataStruct EditAnywhere, BlueprintReadWrite The Default Page Section to be used if no concrete Page Section is defined PageSections TArray EditAnywhere, BlueprintReadWrite List of Page Sections to be used inside the Book Menu Actor CoverMaterial UMaterialInterface EditAnywhere, BlueprintReadWrite Material for the Cover bBookBeginsPlayOpen bool EditAnywhere, BlueprintReadWrite If the book shall begin play in an open state or closed state StartPageSection int32 EditAnywhere, BlueprintReadWrite If the book shall begin play in an open state, this is the page section to open the book at. Can also be accessed by the Book Menu Actor to handle respective behavior. DrawSize FVector2D EditDefaultsOnly Draw Size of the Render Targets and the Widgets. Used to set the Draw Size on all involved Actors and components RedrawTime (Release 1.4+) float EditDefaultsOnly Time between redraws. if 0 we would redraw every frame Functions No functionsUBookMenuAnimInstance Properties Property Name Type Access Description BookMenuActor ABookMenuActor BlueprintReadOnly The Owning Book Menu Actor PageSections TMap BlueprintReadOnly List of all available Page Sections of the current book PageTextureA UTextureRenderTarget2D BlueprintReadWrite Texture Render Target of the page one. Left side. PageTextureB UTextureRenderTarget2D BlueprintReadWrite Texture Render Target of the page two. Right side. PageTextureC UTextureRenderTarget2D BlueprintReadWrite Texture Render Target of the page three. Backside of page two. PageTextureD UTextureRenderTarget2D BlueprintReadWrite Texture Render Target of the page four. Backside of page one. MaterialPageA UMaterialInstanceDynamic BlueprintReadWrite Dynamic Material Instance of page one. Must have a Texture Parameter called BC MaterialPageB UMaterialInstanceDynamic BlueprintReadWrite Dynamic Material Instance of page two. Must have a Texture Parameter called BC MaterialPageC UMaterialInstanceDynamic BlueprintReadWrite Dynamic Material Instance of page three. Must have a Texture Parameter called BC MaterialPageD UMaterialInstanceDynamic BlueprintReadWrite Dynamic Material Instance of page four. Must have a Texture Parameter called BC MaterialCover UMaterialInstanceDynamic BlueprintReadWrite Dynamic Material Instance of The Cover. PageSectionAIndex int32 BlueprintReadOnly Page Section Index for Pages one and two PageSectionBIndex int32 BlueprintReadOnly Page Section Index for Pages three and four DefaultPageSection FPageSectionDataStruct BlueprintReadOnly The Default Page Section in case there is no defined page section. CurrentPageSectionIndex int32 BlueprintReadOnly The Current Page Section Index to be displayed on page one and two CurrentPageIndex int32 BlueprintReadOnly The current Page the Interaction point on. Can be either the Left or the Right Page. PendingPageSectionIndex int32 BlueprintReadOnly The Page Section Index that is pending while switching pages. DrawSize FVector2D BlueprintReadOnly The Draw Size of the render targets. Must match the Widget Component Draw Size of the Book Interaction Actor. bBookIsOpen bool EditAnywhere, BlueprintReadOnly Indicates if the book is or shall be in an opened state bBookShouldOpen bool BlueprintReadWrite Indicates if the book should open bBookShouldClose bool BlueprintReadWrite Indicates if the book should close bBookShouldSetKeyboardFocus bool BlueprintReadOnly Indicates if KeyboardFocus is pending Functions Set Page Sections Sets or replaces the current list of Page sections Pin Direction Type Description InPageSections Input TArray List of Page Sections to be set. Init Method to Initialize the Animation Instance and set configurations such as Book Data. Pin Direction Type Description InData Input UBookMenuData The Book Menu Data InBookMenuActor Inout ABookMenuActor The Book Menu Actor Jump to Page Section Determines if a forward or backward page turn need to be performed based on the current page section index. Pin Direction Type Description SectionIndex Input int32 the index of the Page Section to be displayed Open Book At If the book is closed, this triggers the open book animation and upfront sets the correct section to display. Pin Direction Type Description SectionIndex Input int32 The Page Section Index to be displayed while opening the book Close Book Triggers the Close Book animation Play Page Turn Forward Anim 34yv0-ma Method to be overwritten in the Anim Blueprint. Shall start the Page Turn forward animation. Play Page Turn Reverse Anim Method to be overwritten in the Anim Blueprint. Shall start the Page Turn backward animation. Play Open Book Anim 5kdaq6c5 Method to be overwritten in the Anim Blueprint. Shall start the Open Book animation. Play Close Book Anim Method to be overwritten in the Anim Blueprint. Shall start the Close Book animation. Play Idle Book Anim Method to be overwritten in the Anim Blueprint. Shall start the Idle animation. On Page Turn Anim End If the book is closed, this triggers the open book animation and upfront sets the correct section to display. Pin Direction Type Description IsTurnForward Input bool Indicates if a page forward (true) or a page backward (false) animation was executed. On Book Open Anim End Method to be called at the end of the Open Book Animation. You want to use Anim Notifies to find out when to call this Method. On Book Close Anim End Method to be called at the end of the Close Book Animation. You want to use Anim Notifies to find out when to call this Method. On Book Idle Anim End Method to be called at the end of the Idle Book Animation. e.g. to restart the Idle animation. You want to use Anim Notifies to find out when to call this Method. On Paused Called when the Anim Blueprint gets Paused to do some "pausing" stuff in the Blueprint On Resumed Called when the Anim Blueprint gets Resumed to do some "resuming" stuff in the BlueprintUBookMenuComponent Properties Property Name Type Access Description BookMenuActor ABookMenuActor VisibleAnywhere, BlueprintReadOnly The spawned Book Menu Actor BookMenuData UBookMenuData VisibleAnywhere, BlueprintReadOnly The Book Menu Data to initialize the spawned Book Menu Actor BookMenuActorClass TSubclassOf VisibleAnywhere, BlueprintReadOnly The Class of the Book Menu Actor to be spawned at Begin Play Functions Register Interaction Component Calculates the world location on the Page Widget based on the UV Coordinates of the Book Actors Book Mesh Pin Direction Type Description In Interaction Component Input Register Interaction Actor Calculates the world location on the Page Widget based on the UV Coordinates of the Book Actors Book Mesh Pin Direction Type Description In Interaction Actor Input Interact Performs a Line Trace based on the Start and End Parameters and moves the Widget Interaction pointer of the Book Menu Interaction Actor if it is set. Also tells the Animation Blueprint which page was traced to. Pin Direction Type Description Start Input FVector Start of the Line Trace End Input FVector End of the Line Trace Debug Trace Input bool Shows a debug trace if true. Trace Channel Input ECollisionChannel The Collision Channel to be used for the line trace. Success Output EXEC Indicates if the Interaction was executed successfully Failed Output EXEC Indicates if the Interaction was not executed successfully Return Value Output bool returns true if the operation was successful. Otherwise false Interact Ext Performs a Line Trace based on the Start and End Parameters and moves the Widget Interaction pointer of the Book Menu Interaction Actor if it is set. Also tells the Animation Blueprint which page was traced to. Pin Direction Type Description Start Input FVector Start of the Line Trace End Input FVector End of the Line Trace Out UV Coordinates Output FVector2d The UV Coordinate of the trace page Debug Trace Input bool Shows a debug trace if true. Trace Channel Input ECollisionChannel The Collision Channel to be used for the line trace. Success Output EXEC Indicates if the Interaction was executed successfully Failed Output EXEC Indicates if the Interaction was not executed successfully Return Value Output bool returns true if the operation was successful. Otherwise false UBookMenuInteractionComponent Properties Property Name Type Access Description BookMenuInteractionActorClass TSubclassOf EditAnywhere The Class of the Book Menu Interaction Actor to be spawned at Begin Play InteractionActor ABookMenuInteractionActor BlueprintReadOnly The spawned Book Menu Interaction Actor Functions Get Widget Interaction Component returns the Widget Interaction Component Pin Direction Type Description Return Value Output UWidgetInteractionComponent UBookMenuStatics Properties The static Blueprint Function Library does not define any properties. Functions Create Mouse Trace Parameters Description Method to translate the mouse position into trace parameters such as start and end Pin Direction Type Description Player Controller Input APlayerController The Player controller Trace Distance Input float The distance (length) used to perform the trace Success Output EXEC Indicates if the operation was successful Failed Output EXEC Indicates if the operation was failed Out Start Output FVector The resulting Start Coordinate of the Trace Parameters Out End Output FVector he resulting End Coordinate of the Trace Parameters Move Widget Interaction Pointer Description Calculates the world location on the Page Widget based on the UV Coordinates of the Book Actors Book Mesh Pin Direction Type Description In Widget Interaction Component Input UWidgetInteractionComponent The Widget Interaction Component that shall be influenced In Widget Component Input UWidgetComponent The Widget Component the Pointer shall be moved on In Reference Rotation Input FRotator A reference rotation in order to do some relative calculations. e.g. the World Rotation of the Book Interaction Actor. UV Coordinates Input FVector2D UV Coordinates to be translated onto the Widget Debug Trace Input bool shows a debug trace if true. Return Value Output bool returns true if the operation was successful. Otherwise false. Book Uv Trace Description Creates a trace based on the given collision channel. If a Book Men uActor was hit the Method determines if the book was hit from the front and tries to determine the current page and the UV Coordinates. This requires the Project Settings to be set to use the generation of UV coordinates from hit results. Pin Direction Type Description Book Menu Actor Input ABookMenuActor The Book Menu Actor we ar looking for Start Input FVector Start of the Trace End Input FVector End of the Trace Debug Trace Input bool shows a debug trace if true Trace Channel Input ECollisionChannel The Collision Channel to be used for the Trace Out UV Coordinates Output FVector2D The found UV Coordinates Out Page Index Output int32 The found page index 0 = Left ; 1 = Right Return Value Output bool returns true if the operation was successful. Otherwise false. Get Local Player Controller Description: Method to get the First local Player Controller based on the World Context Create Texture Render Target 2D Description Creates a new Render Target with the specified parameters Parameter Direction Type Description Draw Size Input FVector2D The DrawSize of the Render Target Filter Input TextureFilter The Texture Filter to be applied Use Gamma Correction Input bool Uses Gamma Correction if true Return Value Output UTextureRenderTarget2D returns the created Render Target Draw UserWidget to Render Target 2D Description Method to render a UserWidget onto a TextureRenderTarget2D Parameter Direction Type Description User Widget Input UUserWidget The UserWidget to be rendered Render Target Input UTextureRenderTarget2D The Target to be rendered on Draw Size Input FVector2D The DrawSize of the Render Target Delta Time Input float Delta time Use Gamma Correction Input bool Uses Gamma Correction if true UBookPageWidget Properties Property Name Type Access Description BookMenuActor ABookMenuActor EditAnywhere The Owning Book Menu Actor of the widget. Can be used to control the Book Menu actor from the widget PageSectionIndex int32 VisibleAnywhere, BlueprintReadOnly The page section index of this widget. Can be used for navigation. PageIndex int32 VisibleAnywhere, BlueprintReadOnly The page index. 0 = Left page, 1 = Right page Functions Init Method to initialize the most important data in the Widget Pin Direction Type Description InBookMenuActor Input ABookMenuActor The Owning Book Menu Actor of the widget. Can be used to control the Book Menu actor from the widget InPageSectionIndex Input int32 The page section index of this widget. Can be used for navigation. InPageIndex Input int32 The page index. 0 = Left page, 1 = Right page OnSetKeyboardFocus Use this event to handle custom code after the widget received keyboard focus. This function is the counter part the SetKeyBoardFocus Function of the BookMenuActor.