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技术 2022年11月14日
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// Copyright Epic Games, Inc. All Rights Reserved.#pragma once#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Templates/SubclassOf.h"
#include "Engine/EngineTypes.h"
#include "UObject/UnrealType.h"
#include "UObject/ScriptMacros.h"
#include "UObject/Interface.h"
#include "UObject/TextProperty.h"
#include "UObject/SoftObjectPtr.h"
#include "UObject/PropertyAccessUtil.h"
#include "Engine/LatentActionManager.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Engine/CollisionProfile.h"
#include "KismetSystemLibrary.generated.h"class AActor;
class ACameraActor;
class APlayerController;
class UPrimitiveComponent;
class USceneComponent;
class UTexture2D;UENUM(BlueprintType)
namespace EDrawDebugTrace
{
enum Type
{
None,
ForOneFrame,
ForDuration,
Persistent
};
}/** Enum used to indicate desired behavior for MoveComponentTo latent function. */
UENUM()
namespace EMoveComponentAction
{
enum Type
{
/** Move to target over specified time. */
Move,
/** If currently moving, stop. */
Stop,
/** If currently moving, return to where you started, over the time elapsed so far. */
Return
};
}UENUM()
namespace EQuitPreference
{
enum Type
{
/** Exit the game completely. */
Quit,
/** Move the application to the background. */
Background,
};
}USTRUCT(BlueprintInternalUseOnly)
struct FGenericStruct
{
GENERATED_USTRUCT_BODY()UPROPERTY()
int32 Data;
};UCLASS(meta=(ScriptName="SystemLibrary"))
class ENGINE_API UKismetSystemLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()// --- Globally useful functions ------------------------------
/** Prints a stack trace to the log, so you can see how a blueprint got to this node */
UFUNCTION(BlueprintCallable, CustomThunk, Category="Development|Editor", meta=(Keywords = "ScriptTrace"))
static void StackTrace();
static void StackTraceImpl(const FFrame& StackFrame);
DECLARE_FUNCTION(execStackTrace)
{
P_FINISH;
StackTraceImpl(Stack);
}// Return true if the object is usable : non-null and not pending kill
UFUNCTION(BlueprintPure, Category = "Utilities")
static bool IsValid(const UObject* Object);// Return true if the class is usable : non-null and not pending kill
UFUNCTION(BlueprintPure, Category = "Utilities")
static bool IsValidClass(UClass* Class);// Returns the actual object name.
UFUNCTION(BlueprintPure, Category = "Utilities")
static FString GetObjectName(const UObject* Object);// Returns the full path to the specified object.
UFUNCTION(BlueprintPure, Category="Utilities")
static FString GetPathName(const UObject* Object);// Returns the full system path to a UObject
// If given a non-asset UObject, it will return an empty string
UFUNCTION(BlueprintPure, Category = "Utilities")
static FString GetSystemPath(const UObject* Object);// Returns the display name (or actor label), for displaying as a debugging aid.
// Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors!
// It is not localized and should not be used for display to an end user of a game.
UFUNCTION(BlueprintPure, Category="Utilities")
static FString GetDisplayName(const UObject* Object);// Returns the display name of a class
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (DisplayName = "Get Display Name"))
static FString GetClassDisplayName(UClass* Class);// Returns the outer object of an object.
UFUNCTION(BlueprintPure, Category = "Utilities")
static UObject* GetOuterObject(const UObject* Object);// Engine build number, for displaying to end users.
UFUNCTION(BlueprintPure, Category="Development", meta=(BlueprintThreadSafe))
static FString GetEngineVersion();/** Get the name of the current game */
UFUNCTION(BlueprintPure, Category="Game", meta=(BlueprintThreadSafe))
static FString GetGameName();/** Get the directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectDirectory();/** Get the content directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectContentDirectory();/** Get the saved directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectSavedDirectory();/* Converts passed in filename to use a relative path */
UFUNCTION(BlueprintPure, Category="Utilities|Paths")
static FString ConvertToRelativePath(const FString& Filename);/* Converts passed in filename to use a absolute path */
UFUNCTION(BlueprintPure, Category="Utilities|Paths")
static FString ConvertToAbsolutePath(const FString& Filename);/* Convert all / and \ to TEXT("/") */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString NormalizeFilename(const FString& InFilename);/**
* Retrieves the game's platform-specific bundle identifier or package name of the game
*
* @return The game's bundle identifier or package name.
*/
UFUNCTION(BlueprintPure, Category="Game", meta=(Keywords = "bundle id package name"))
static FString GetGameBundleId();/** Get the current user name from the OS */
UFUNCTION(BlueprintPure, Category="Utilities|Platform")
static FString GetPlatformUserName();/** Get the current user dir from the OS */
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static FString GetPlatformUserDir();UFUNCTION(BlueprintPure, Category="Utilities")
static bool DoesImplementInterface(const UObject* TestObject, TSubclassOf<UInterface> Interface);/**
* Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.
*
* @param WorldContextObjectWorld context
*/
UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject") )
static float GetGameTimeInSeconds(const UObject* WorldContextObject);/** Returns the value of GFrameCounter, a running count of the number of frames that have occurred. */
UFUNCTION(BlueprintPure, Category = "Utilities")
static int64 GetFrameCount();/** Returns whether the world this object is in is the host or not */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject") )
static bool IsServer(const UObject* WorldContextObject);/** Returns whether this is running on a dedicated server */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject"))
static bool IsDedicatedServer(const UObject* WorldContextObject);/** Returns whether this game instance is stand alone (no networking). */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject"))
static bool IsStandalone(const UObject* WorldContextObject);/** Returns whether we're currently running in split screen (more than one local player). */
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (WorldContext = "WorldContextObject"))
static bool IsSplitScreen(const UObject* WorldContextObject);/** Returns whether this is a build that is packaged for distribution */
UFUNCTION(BlueprintPure, Category="Development", meta=(BlueprintThreadSafe))
static bool IsPackagedForDistribution();/** Returns the platform specific unique device id */
UFUNCTION(BlueprintPure, Category="Utilities|Platform", meta = (DeprecatedFunction, DeprecationMessage = "Use GetDeviceId instead"))
static FString GetUniqueDeviceId();/** Returns the platform specific unique device id */
UFUNCTION(BlueprintPure, Category="Utilities|Platform")
static FString GetDeviceId();/** Converts an interfance into an object */
UFUNCTION(BlueprintPure, meta=(DisplayName = "ToObject (interface)", CompactNodeTitle = "->"), Category="Utilities")
static UObject* Conv_InterfaceToObject(const FScriptInterface& Interface); /** Builds a SoftObjectPath struct. Generally you should be using Soft Object References/Ptr types instead */
UFUNCTION(BlueprintPure, Category = "SoftObjectPath", meta = (Keywords = "construct build", NativeMakeFunc, BlueprintThreadSafe))
static FSoftObjectPath MakeSoftObjectPath(const FString& PathString);/** Gets the path string out of a Soft Object Path */
UFUNCTION(BlueprintPure, Category = "SoftObjectPath", meta = (NativeBreakFunc, BlueprintThreadSafe))
static void BreakSoftObjectPath(FSoftObjectPath InSoftObjectPath, FString& PathString);/** Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToSoftObjectReference (SoftObjectPath)", CompactNodeTitle = "->"), Category = "Utilities")
static TSoftObjectPtr<UObject> Conv_SoftObjPathToSoftObjRef(const FSoftObjectPath& SoftObjectPath);/** Builds a SoftClassPath struct. Generally you should be using Soft Class References/Ptr types instead */
UFUNCTION(BlueprintPure, Category = "SoftClassPath", meta = (Keywords = "construct build", NativeMakeFunc, BlueprintThreadSafe))
static FSoftClassPath MakeSoftClassPath(const FString& PathString);/** Gets the path string out of a Soft Class Path */
UFUNCTION(BlueprintPure, Category = "SoftClassPath", meta = (NativeBreakFunc, BlueprintThreadSafe))
static void BreakSoftClassPath(FSoftClassPath InSoftClassPath, FString& PathString);/** Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToSoftClassReference (SoftClassPath)", CompactNodeTitle = "->"), Category = "Utilities")
static TSoftClassPtr<UObject> Conv_SoftClassPathToSoftClassRef(const FSoftClassPath& SoftClassPath);/** Returns true if the Soft Object Reference is not null */
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (BlueprintThreadSafe))
static bool IsValidSoftObjectReference(const TSoftObjectPtr<UObject>& SoftObjectReference);/** Converts a Soft Object Reference to a string. The other direction is not provided because it cannot be validated */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToString (SoftObjectReference)", CompactNodeTitle = "->", BlueprintThreadSafe), Category = "Utilities")
static FString Conv_SoftObjectReferenceToString(const TSoftObjectPtr<UObject>& SoftObjectReference);/** Returns true if the values are equal (A == B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal (SoftObjectReference)", CompactNodeTitle = "==", BlueprintThreadSafe), Category = "Utilities")
static bool EqualEqual_SoftObjectReference(const TSoftObjectPtr<UObject>& A, const TSoftObjectPtr<UObject>& B);/** Returns true if the values are not equal (A != B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "NotEqual (SoftObjectReference)", CompactNodeTitle = "!=", BlueprintThreadSafe), Category = "Utilities")
static bool NotEqual_SoftObjectReference(const TSoftObjectPtr<UObject>& A, const TSoftObjectPtr<UObject>& B);/** Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible */
UFUNCTION(BlueprintCallable, Category = "Utilities", meta = (DeterminesOutputType = "Asset"))
static UObject* LoadAsset_Blocking(TSoftObjectPtr<UObject> Asset);/** Returns true if the Soft Class Reference is not null */
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (BlueprintThreadSafe))
static bool IsValidSoftClassReference(const TSoftClassPtr<UObject>& SoftClassReference);/** Converts a Soft Class Reference to a string. The other direction is not provided because it cannot be validated */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToString (SoftObjectReference)", CompactNodeTitle = "->", BlueprintThreadSafe), Category = "Utilities")
static FString Conv_SoftClassReferenceToString(const TSoftClassPtr<UObject>& SoftClassReference);/** Returns true if the values are equal (A == B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal (SoftClassReference)", CompactNodeTitle = "==", BlueprintThreadSafe), Category = "Utilities")
static bool EqualEqual_SoftClassReference(const TSoftClassPtr<UObject>& A, const TSoftClassPtr<UObject>& B);/** Returns true if the values are not equal (A != B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "NotEqual (SoftClassReference)", CompactNodeTitle = "!=", BlueprintThreadSafe), Category = "Utilities")
static bool NotEqual_SoftClassReference(const TSoftClassPtr<UObject>& A, const TSoftClassPtr<UObject>& B);/** Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible */
UFUNCTION(BlueprintCallable, Category = "Utilities", meta = (DeterminesOutputType = "AssetClass"))
static UClass* LoadClassAsset_Blocking(TSoftClassPtr<UObject> AssetClass);// Internal functions used by K2Node_LoadAsset and K2Node_ConvertAssetUFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Utilities")
static UObject* Conv_SoftObjectReferenceToObject(const TSoftObjectPtr<UObject>& SoftObject);UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Utilities")
static TSubclassOf<UObject> Conv_SoftClassReferenceToClass(const TSoftClassPtr<UObject>& SoftClass);UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Utilities")
static TSoftObjectPtr<UObject> Conv_ObjectToSoftObjectReference(UObject* Object);UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Utilities")
static TSoftClassPtr<UObject> Conv_ClassToSoftClassReference(const TSubclassOf<UObject>& Class);DECLARE_DYNAMIC_DELEGATE_OneParam(FOnAssetLoaded, class UObject*, Loaded);UFUNCTION(BlueprintCallable, meta = (Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject", BlueprintInternalUseOnly = "true"), Category = "Utilities")
static void LoadAsset(const UObject* WorldContextObject, TSoftObjectPtr<UObject> Asset, FOnAssetLoaded OnLoaded, FLatentActionInfo LatentInfo);DECLARE_DYNAMIC_DELEGATE_OneParam(FOnAssetClassLoaded, TSubclassOf<UObject>, Loaded);UFUNCTION(BlueprintCallable, meta = (Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject", BlueprintInternalUseOnly = "true"), Category = "Utilities")
static void LoadAssetClass(const UObject* WorldContextObject, TSoftClassPtr<UObject> AssetClass, FOnAssetClassLoaded OnLoaded, FLatentActionInfo LatentInfo);/**
* Creates a literal integer
* @paramValuevalue to set the integer to
* @returnThe literal integer
*/
UFUNCTION(BlueprintPure, Category="Math|Integer", meta=(BlueprintThreadSafe))
static int32 MakeLiteralInt(int32 Value);/**
* Creates a literal float
* @paramValuevalue to set the float to
* @returnThe literal float
*/
UFUNCTION(BlueprintPure, Category="Math|Float", meta=(BlueprintThreadSafe))
static float MakeLiteralFloat(float Value);/**
* Creates a literal bool
* @paramValuevalue to set the bool to
* @returnThe literal bool
*/
UFUNCTION(BlueprintPure, Category="Math|Boolean", meta=(BlueprintThreadSafe))
static bool MakeLiteralBool(bool Value);/**
* Creates a literal name
* @paramValuevalue to set the name to
* @returnThe literal name
*/
UFUNCTION(BlueprintPure, Category="Utilities|Name", meta=(BlueprintThreadSafe))
static FName MakeLiteralName(FName Value);/**
* Creates a literal byte
* @paramValuevalue to set the byte to
* @returnThe literal byte
*/
UFUNCTION(BlueprintPure, Category="Math|Byte", meta=(BlueprintThreadSafe))
static uint8 MakeLiteralByte(uint8 Value);/**
* Creates a literal string
* @paramValuevalue to set the string to
* @returnThe literal string
*/
UFUNCTION(BlueprintPure, Category="Utilities|String", meta=(BlueprintThreadSafe))
static FString MakeLiteralString(FString Value);/**
* Creates a literal FText
* @paramValuevalue to set the FText to
* @returnThe literal FText
*/
UFUNCTION(BlueprintPure, Category="Utilities|Text", meta=(BlueprintThreadSafe))
static FText MakeLiteralText(FText Value);/**
* Prints a string to the log, and optionally, to the screen
* If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
*
* @paramInStringThe string to log out
* @parambPrintToScreenWhether or not to print the output to the screen
* @parambPrintToLogWhether or not to print the output to the log
* @parambPrintToConsoleWhether or not to print the output to the console
* @paramTextColorWhether or not to print the output to the console
* @paramDurationThe display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
*/
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext, Keywords = "log print", AdvancedDisplay = "2", DevelopmentOnly), Category="Utilities|String")
static void PrintString(const UObject* WorldContextObject, const FString& InString = FString(TEXT("Hello")), bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = FLinearColor(0.0, 0.66, 1.0), float Duration = 2.f);/**
* Prints text to the log, and optionally, to the screen
* If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
*
* @paramInTextThe text to log out
* @parambPrintToScreenWhether or not to print the output to the screen
* @parambPrintToLogWhether or not to print the output to the log
* @parambPrintToConsoleWhether or not to print the output to the console
* @paramTextColorWhether or not to print the output to the console
* @paramDurationThe display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
*/
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext, Keywords = "log", AdvancedDisplay = "2", DevelopmentOnly), Category="Utilities|Text")
static void PrintText(const UObject* WorldContextObject, const FText InText = INVTEXT("Hello"), bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = FLinearColor(0.0, 0.66, 1.0), float Duration = 2.f);/**
* Prints a warning string to the log and the screen. Meant to be used as a way to inform the user that they misused the node.
*
* WARNING!! Don't change the signature of this function without fixing up all nodes using it in the compiler
*
* @paramInStringThe string to log out
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "TRUE"))
static void PrintWarning(const FString& InString);/** Sets the game window title */
UFUNCTION(BlueprintCallable, Category = "Utilities")
static void SetWindowTitle(const FText& Title);/**
* Executes a console command, optionally on a specific controller
*
* @paramCommandCommand to send to the console
* @paramSpecificPlayerIf specified, the console command will be routed through the specified player
*/
UFUNCTION(BlueprintCallable, Category="Development",meta=(WorldContext="WorldContextObject"))
static void ExecuteConsoleCommand(const UObject* WorldContextObject, const FString& Command, class APlayerController* SpecificPlayer = NULL );/**
* Attempts to retrieve the value of the specified float console variable, if it exists.
*
* @paramVariableNameName of the console variable to find.
* @returnThe value if found, 0 otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Development")
static float GetConsoleVariableFloatValue(const FString& VariableName);/**
* Attempts to retrieve the value of the specified integer console variable, if it exists.
*
* @paramVariableNameName of the console variable to find.
* @returnThe value if found, 0 otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Development")
static int32 GetConsoleVariableIntValue(const FString& VariableName);/**
* Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).
*
* @paramVariableNameName of the console variable to find.
* @returnTrue if found and has a non-zero value, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Development")
static bool GetConsoleVariableBoolValue(const FString& VariableName);/**
*Exit the current game
* @paramSpecificPlayerThe specific player to quit the game. If not specified, player 0 will quit.
* @paramQuitPreferenceForm of quitting.
* @parambIgnorePlatformRestrictionsIgnores and best-practices based on platform (e.g PS4 games should never quit). Non-shipping only
*/
UFUNCTION(BlueprintCallable, Category="Game",meta=(WorldContext="WorldContextObject"))
static void QuitGame(const UObject* WorldContextObject, class APlayerController* SpecificPlayer, TEnumAsByte<EQuitPreference::Type> QuitPreference, bool bIgnorePlatformRestrictions);#if WITH_EDITOR
/**
*Exit the editor
*/
UFUNCTION(BlueprintCallable, Category="Development")
static void QuitEditor();
#endif// WITH_EDITOR//=============================================================================
// Latent Actions/**
* Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.
*
* @param WorldContextWorld context.
* @param Duration length of delay (in seconds).
* @param LatentInfo The latent action.
*/
UFUNCTION(BlueprintCallable, Category="Utilities|FlowControl", meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", Duration="0.2", Keywords="sleep"))
static voidDelay(const UObject* WorldContextObject, float Duration, struct FLatentActionInfo LatentInfo );/**
* Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration.
*
* @param WorldContextWorld context.
* @param Duration length of delay (in seconds).
* @param LatentInfo The latent action.
*/
UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", Duration="0.2", Keywords="sleep"), Category="Utilities|FlowControl")
static void RetriggerableDelay(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo);/*
* Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
* @param ComponentComponent to interpolate
* @param TargetRelativeLocationRelative target location
* @param TargetRelativeRotationRelative target rotation
* @param bEaseOutif true we will ease out (ie end slowly) during interpolation
* @param bEaseInif true we will ease in (ie start slowly) during interpolation
* @param OverTimeduration of interpolation
* @param bForceShortestRotationPathif true we will always use the shortest path for rotation
* @param MoveActionrequired movement behavior @see EMoveComponentAction
* @param LatentInfoThe latent action
*/
UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", ExpandEnumAsExecs="MoveAction", OverTime="0.2"), Category="Components")
static void MoveComponentTo(USceneComponent* Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, TEnumAsByte<EMoveComponentAction::Type> MoveAction, FLatentActionInfo LatentInfo);// --- Timer functions with delegate input ----------/**
* Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
* @param EventEvent. Can be a K2 function or a Custom Event.
* @param TimeHow long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
* @param bLoopingTrue to keep executing the delegate every Time seconds, false to execute delegate only once.
* @param InitialStartDelayInitial delay passed to the timer manager, in seconds.
* @param InitialStartDelayVarianceUse this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
* @returnThe timer handle to pass to other timer functions to manipulate this timer.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Set Timer by Event", ScriptName = "SetTimerDelegate", AdvancedDisplay="InitialStartDelay, InitialStartDelayVariance"), Category="Utilities|Time")
static FTimerHandle K2_SetTimerDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate, float Time, bool bLooping, float InitialStartDelay = 0.f, float InitialStartDelayVariance = 0.f);/**
* Clears a set timer.
* @param Event Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use Clear Timer by Handle", DisplayName = "Clear Timer by Event", ScriptName = "ClearTimerDelegate"), Category="Utilities|Time")
static void K2_ClearTimerDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Pauses a set timer at its current elapsed time.
* @param Event Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use Pause Timer by Handle", DisplayName = "Pause Timer by Event", ScriptName = "PauseTimerDelegate"), Category="Utilities|Time")
static void K2_PauseTimerDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Resumes a paused timer from its current elapsed time.
* @param Event Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use Unpause Timer by Handle", DisplayName = "Unpause Timer by Event", ScriptName = "UnPauseTimerDelegate"), Category="Utilities|Time")
static void K2_UnPauseTimerDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Returns true if a timer exists and is active for the given delegate, false otherwise.
* @param Event Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists and is active.
*/
UFUNCTION(BlueprintPure, meta=(DeprecatedFunction, DeprecationMessage = "Use Is Timer Active by Handle", DisplayName = "Is Timer Active by Event", ScriptName = "IsTimerActiveDelegate"), Category="Utilities|Time")
static bool K2_IsTimerActiveDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Returns true if a timer exists and is paused for the given delegate, false otherwise.
* @param Event Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists and is paused.
*/
UFUNCTION(BlueprintPure, meta=(DeprecatedFunction, DeprecationMessage = "Use Is Timer Paused by Handle", DisplayName = "Is Timer Paused by Event", ScriptName = "IsTimerPausedDelegate"), Category = "Utilities|Time")
static bool K2_IsTimerPausedDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Returns true is a timer for the given delegate exists, false otherwise.
* @param Event Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists.
*/
UFUNCTION(BlueprintPure, meta=(DeprecatedFunction, DeprecationMessage = "Use Does Timer Exist by Handle", DisplayName = "Does Timer Exist by Event", ScriptName = "TimerExistsDelegate"), Category = "Utilities|Time")
static bool K2_TimerExistsDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Returns elapsed time for the given delegate (time since current countdown iteration began).
* @param Event Can be a K2 function or a Custom Event.
* @returnHow long has elapsed since the current iteration of the timer began.
*/
UFUNCTION(BlueprintPure, meta=(DeprecatedFunction, DeprecationMessage = "Use Get Timer Elapsed Time by Handle", DisplayName = "Get Timer Elapsed Time by Event", ScriptName = "GetTimerElapsedTimeDelegate"), Category="Utilities|Time")
static float K2_GetTimerElapsedTimeDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);/**
* Returns time until the timer will next execute its delegate.
* @param Event Can be a K2 function or a Custom Event.
* @returnHow long is remaining in the current iteration of the timer.
*/
UFUNCTION(BlueprintPure, meta=(DeprecatedFunction, DeprecationMessage = "Use Get Timer Remaining Time by Handle", DisplayName = "Get Timer Remaining Time by Event", ScriptName = "GetTimerRemainingTimeDelegate"), Category="Utilities|Time")
static float K2_GetTimerRemainingTimeDelegate(UPARAM(DisplayName="Event") FTimerDynamicDelegate Delegate);// --- Timer functions with handle input ----------/**
* Returns whether the timer handle is valid. This does not indicate that there is an active timer that this handle references, but rather that it once referenced a valid timer.
* @param HandleThe handle of the timer to check validity of.
* @returnWhether the timer handle is valid.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Is Valid", ScriptName = "IsValidTimerHandle"), Category="Utilities|Time")
static bool K2_IsValidTimerHandle(FTimerHandle Handle);/**
* Invalidate the supplied TimerHandle and return it.
* @param HandleThe handle of the timer to invalidate.
* @returnReturn the invalidated timer handle for convenience.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Invalidate", ScriptName = "InvalidateTimerHandle"), Category="Utilities|Time")
static FTimerHandle K2_InvalidateTimerHandle(UPARAM(ref) FTimerHandle& Handle);/**
* Clears a set timer.
* @param HandleThe handle of the timer to clear.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Clear Timer by Handle", ScriptName = "ClearTimerHandle", WorldContext="WorldContextObject", DeprecatedFunction, DeprecationMessage = "Use Clear and Invalidate Timer by Handle. Note: you no longer need to reset your handle yourself after switching to the new function."), Category="Utilities|Time")
static void K2_ClearTimerHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Clears a set timer.
* @param HandleThe handle of the timer to clear.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Clear and Invalidate Timer by Handle", ScriptName = "ClearAndInvalidateTimerHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static void K2_ClearAndInvalidateTimerHandle(const UObject* WorldContextObject, UPARAM(ref) FTimerHandle& Handle);/**
* Pauses a set timer at its current elapsed time.
* @param HandleThe handle of the timer to pause.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Pause Timer by Handle", ScriptName = "PauseTimerHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static void K2_PauseTimerHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Resumes a paused timer from its current elapsed time.
* @param HandleThe handle of the timer to unpause.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Unpause Timer by Handle", ScriptName = "UnPauseTimerHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static void K2_UnPauseTimerHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Returns true if a timer exists and is active for the given handle, false otherwise.
* @param HandleThe handle of the timer to check whether it is active.
* @returnTrue if the timer exists and is active.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Is Timer Active by Handle", ScriptName = "IsTimerActiveHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static bool K2_IsTimerActiveHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Returns true if a timer exists and is paused for the given handle, false otherwise.
* @param HandleThe handle of the timer to check whether it is paused.
* @returnTrue if the timer exists and is paused.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Is Timer Paused by Handle", ScriptName = "IsTimerPausedHandle", WorldContext="WorldContextObject"), Category = "Utilities|Time")
static bool K2_IsTimerPausedHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Returns true is a timer for the given handle exists, false otherwise.
* @param HandleThe handle to check whether it exists.
* @returnTrue if the timer exists.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Does Timer Exist by Handle", ScriptName = "TimerExistsHandle", WorldContext="WorldContextObject"), Category = "Utilities|Time")
static bool K2_TimerExistsHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Returns elapsed time for the given handle (time since current countdown iteration began).
* @param HandleThe handle of the timer to get the elapsed time of.
* @returnHow long has elapsed since the current iteration of the timer began.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Get Timer Elapsed Time by Handle", ScriptName = "GetTimerElapsedTimeHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static float K2_GetTimerElapsedTimeHandle(const UObject* WorldContextObject, FTimerHandle Handle);/**
* Returns time until the timer will next execute its handle.
* @param HandleThe handle of the timer to time remaining of.
* @returnHow long is remaining in the current iteration of the timer.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Get Timer Remaining Time by Handle", ScriptName = "GetTimerRemainingTimeHandle", WorldContext="WorldContextObject"), Category="Utilities|Time")
static float K2_GetTimerRemainingTimeHandle(const UObject* WorldContextObject, FTimerHandle Handle);// --- Timer functions ------------------------------/**
* Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @param TimeHow long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
* @param bLoopingtrue to keep executing the delegate every Time seconds, false to execute delegate only once.
* @param InitialStartDelayInitial delay passed to the timer manager to allow some variance in when the timer starts, in seconds.
* @param InitialStartDelayVarianceUse this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
* @returnThe timer handle to pass to other timer functions to manipulate this timer.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Set Timer by Function Name", ScriptName = "SetTimer", DefaultToSelf = "Object", AdvancedDisplay="InitialStartDelay, InitialStartDelayVariance"), Category="Utilities|Time")
static FTimerHandle K2_SetTimer(UObject* Object, FString FunctionName, float Time, bool bLooping, float InitialStartDelay = 0.f, float InitialStartDelayVariance = 0.f);/**
* Clears a set timer.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Clear Timer by Function Name", ScriptName = "ClearTimer", DefaultToSelf = "Object"), Category="Utilities|Time")
static void K2_ClearTimer(UObject* Object, FString FunctionName);/**
* Pauses a set timer at its current elapsed time.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Pause Timer by Function Name", ScriptName = "PauseTimer", DefaultToSelf = "Object"), Category="Utilities|Time")
static void K2_PauseTimer(UObject* Object, FString FunctionName);/**
* Resumes a paused timer from its current elapsed time.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
*/
UFUNCTION(BlueprintCallable, meta=(DisplayName = "Unpause Timer by Function Name", ScriptName = "UnPauseTimer", DefaultToSelf = "Object"), Category="Utilities|Time")
static void K2_UnPauseTimer(UObject* Object, FString FunctionName);/**
* Returns true if a timer exists and is active for the given delegate, false otherwise.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists and is active.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Is Timer Active by Function Name", ScriptName = "IsTimerActive", DefaultToSelf = "Object"), Category="Utilities|Time")
static bool K2_IsTimerActive(UObject* Object, FString FunctionName);/**
* Returns true if a timer exists and is paused for the given delegate, false otherwise.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists and is paused.
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Is Timer Paused by Function Name", ScriptName = "IsTimerPaused", DefaultToSelf = "Object"), Category = "Utilities|Time")
static bool K2_IsTimerPaused(UObject* Object, FString FunctionName);/**
* Returns true is a timer for the given delegate exists, false otherwise.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @returnTrue if the timer exists.
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Does Timer Exist by Function Name", ScriptName = "TimerExists", DefaultToSelf = "Object"), Category = "Utilities|Time")
static bool K2_TimerExists(UObject* Object, FString FunctionName);/**
* Returns elapsed time for the given delegate (time since current countdown iteration began).
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @returnHow long has elapsed since the current iteration of the timer began.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Get Timer Elapsed Time by Function Name", ScriptName = "GetTimerElapsedTime", DefaultToSelf = "Object"), Category="Utilities|Time")
static float K2_GetTimerElapsedTime(UObject* Object, FString FunctionName);/**
* Returns time until the timer will next execute its delegate.
* @param ObjectObject that implements the delegate function. Defaults to self (this blueprint)
* @param FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
* @returnHow long is remaining in the current iteration of the timer.
*/
UFUNCTION(BlueprintPure, meta=(DisplayName = "Get Timer Remaining Time by Function Name", ScriptName = "GetTimerRemainingTime", DefaultToSelf = "Object"), Category="Utilities|Time")
static float K2_GetTimerRemainingTime(UObject* Object, FString FunctionName);// --- 'Set property by name' functions ------------------------------/** Set an int32 property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetIntPropertyByName(UObject* Object, FName PropertyName, int32 Value);/** Set an int64 property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetInt64PropertyByName(UObject* Object, FName PropertyName, int64 Value);/** Set an uint8 or enum property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetBytePropertyByName(UObject* Object, FName PropertyName, uint8 Value);/** Set a float property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetFloatPropertyByName(UObject* Object, FName PropertyName, float Value);/** Set a bool property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetBoolPropertyByName(UObject* Object, FName PropertyName, bool Value);/** Set an OBJECT property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true"))
static void SetObjectPropertyByName(UObject* Object, FName PropertyName, UObject* Value);/** Set a CLASS property by name */
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))
static void SetClassPropertyByName(UObject* Object, FName PropertyName, TSubclassOf<UObject> Value);/** Set an INTERFACE property by name */
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (BlueprintInternalUseOnly = "true"))
static void SetInterfacePropertyByName(UObject* Object, FName PropertyName, const FScriptInterface& Value);/** Set a NAME property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetNamePropertyByName(UObject* Object, FName PropertyName, const FName& Value);/** Set a SOFTOBJECT property by name */
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value"))
static void SetSoftObjectPropertyByName(UObject* Object, FName PropertyName, const TSoftObjectPtr<UObject>& Value);/** Set a SOFTCLASS property by name */
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value"))
static void SetSoftClassPropertyByName(UObject* Object, FName PropertyName, const TSoftClassPtr<UObject>& Value);/** Set a STRING property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetStringPropertyByName(UObject* Object, FName PropertyName, const FString& Value);/** Set a TEXT property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetTextPropertyByName(UObject* Object, FName PropertyName, const FText& Value);/** Set a VECTOR property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetVectorPropertyByName(UObject* Object, FName PropertyName, const FVector& Value);/** Set a ROTATOR property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetRotatorPropertyByName(UObject* Object, FName PropertyName, const FRotator& Value);/** Set a LINEAR COLOR property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetLinearColorPropertyByName(UObject* Object, FName PropertyName, const FLinearColor& Value);/** Set a COLOR property by name */
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value"))
static void SetColorPropertyByName(UObject* Object, FName PropertyName, const FColor& Value);/** Set a TRANSFORM property by name */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value" ))
static void SetTransformPropertyByName(UObject* Object, FName PropertyName, const FTransform& Value);/** Set a CollisionProfileName property by name */
UFUNCTION(BlueprintCallable, CustomThunk, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value"))
static void SetCollisionProfileNameProperty(UObject* Object, FName PropertyName, const FCollisionProfileName& Value);/** Set a SOFTOBJECT property by name */
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "Value"))
static void SetFieldPathPropertyByName(UObject* Object, FName PropertyName, const TFieldPath<FField>& Value);DECLARE_FUNCTION(execSetCollisionProfileNameProperty)
{
P_GET_OBJECT(UObject, OwnerObject);
P_GET_PROPERTY(FNameProperty, StructPropertyName);Stack.StepCompiledIn<FStructProperty>(NULL);
void* SrcStructAddr = Stack.MostRecentPropertyAddress;P_FINISH;
P_NATIVE_BEGIN;
Generic_SetStructurePropertyByName(OwnerObject, StructPropertyName, SrcStructAddr);
P_NATIVE_END;
}/** Set a custom structure property by name */
UFUNCTION(BlueprintCallable, CustomThunk, meta = (BlueprintInternalUseOnly = "true", CustomStructureParam = "Value", AutoCreateRefTerm = "Value"))
static void SetStructurePropertyByName(UObject* Object, FName PropertyName, const FGenericStruct& Value);static void Generic_SetStructurePropertyByName(UObject* OwnerObject, FName StructPropertyName, const void* SrcStructAddr);/** Based on UKismetArrayLibrary::execSetArrayPropertyByName */
DECLARE_FUNCTION(execSetStructurePropertyByName)
{
P_GET_OBJECT(UObject, OwnerObject);
P_GET_PROPERTY(FNameProperty, StructPropertyName);Stack.StepCompiledIn<FStructProperty>(NULL);
void* SrcStructAddr = Stack.MostRecentPropertyAddress;P_FINISH;
P_NATIVE_BEGIN;
Generic_SetStructurePropertyByName(OwnerObject, StructPropertyName, SrcStructAddr);
P_NATIVE_END;
}// --- Collision functions ------------------------------/**
* Returns an array of actors that overlap the given sphere.
* @param WorldContextWorld context
* @param SpherePosCenter of sphere.
* @param SphereRadiusSize of sphere.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "SphereOverlapActors"))
static bool SphereOverlapActors(const UObject* WorldContextObject, const FVector SpherePos, float SphereRadius, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ActorClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class AActor*>& OutActors);/**
* Returns an array of components that overlap the given sphere.
* @param WorldContextWorld context
* @param SpherePosCenter of sphere.
* @param SphereRadiusSize of sphere.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="SphereOverlapComponents"))
static bool SphereOverlapComponents(const UObject* WorldContextObject, const FVector SpherePos, float SphereRadius, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ComponentClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class UPrimitiveComponent*>& OutComponents);/**
* Returns an array of actors that overlap the given axis-aligned box.
* @param WorldContextWorld context
* @param BoxPosCenter of box.
* @param BoxExtentExtents of box.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="BoxOverlapActors"))
static bool BoxOverlapActors(const UObject* WorldContextObject, const FVector BoxPos, FVector BoxExtent, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ActorClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class AActor*>& OutActors);/**
* Returns an array of components that overlap the given axis-aligned box.
* @param WorldContextWorld context
* @param BoxPosCenter of box.
* @param BoxExtentExtents of box.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="BoxOverlapComponents"))
static bool BoxOverlapComponents(const UObject* WorldContextObject, const FVector BoxPos, FVector Extent, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ComponentClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class UPrimitiveComponent*>& OutComponents);/**
* Returns an array of actors that overlap the given capsule.
* @param WorldContextWorld context
* @param CapsulePosCenter of the capsule.
* @param RadiusRadius of capsule hemispheres and radius of center cylinder portion.
* @param HalfHeightHalf-height of the capsule (from center of capsule to tip of hemisphere.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="CapsuleOverlapActors"))
static bool CapsuleOverlapActors(const UObject* WorldContextObject, const FVector CapsulePos, float Radius, float HalfHeight, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ActorClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class AActor*>& OutActors);/**
* Returns an array of components that overlap the given capsule.
* @param WorldContextWorld context
* @param CapsulePosCenter of the capsule.
* @param RadiusRadius of capsule hemispheres and radius of center cylinder portion.
* @param HalfHeightHalf-height of the capsule (from center of capsule to tip of hemisphere.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="CapsuleOverlapComponents") )
static bool CapsuleOverlapComponents(const UObject* WorldContextObject, const FVector CapsulePos, float Radius, float HalfHeight, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ComponentClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class UPrimitiveComponent*>& OutComponents);/**
* Returns an array of actors that overlap the given component.
* @param ComponentComponent to test with.
* @param ComponentTransformDefines where to place the component for overlap testing.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", DisplayName="ComponentOverlapActors"))
static bool ComponentOverlapActors(UPrimitiveComponent* Component, const FTransform& ComponentTransform, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ActorClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class AActor*>& OutActors);/**
* Returns an array of components that overlap the given component.
* @param ComponentComponent to test with.
* @param ComponentTransformDefines where to place the component for overlap testing.
* @param FilterOption to restrict results to only static or only dynamic. For efficiency.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param ActorsToIgnoreIgnore these actors in the list
* @param OutActorsReturned array of actors. Unsorted.
* @returntrue if there was an overlap that passed the filters, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", DisplayName="ComponentOverlapComponents"))
static bool ComponentOverlapComponents(UPrimitiveComponent* Component, const FTransform& ComponentTransform, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, UClass* ComponentClassFilter, const TArray<AActor*>& ActorsToIgnore, TArray<class UPrimitiveComponent*>& OutComponents);/**
* Does a collision trace along the given line and returns the first blocking hit encountered.
* This trace finds the objects that RESPONDS to the given TraceChannel
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName="LineTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
static bool LineTraceSingle(const UObject* WorldContextObject, const FVector Start, const FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit.
* This trace finds the objects that RESPOND to the given TraceChannel
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param TraceChannelThe channel to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiLineTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
static bool LineTraceMulti(const UObject* WorldContextObject, const FVector Start, const FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a sphere along the given line and returns the first blocking hit encountered.
* This trace finds the objects that RESPONDS to the given TraceChannel
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "SphereTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool SphereTraceSingle(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit.
* This trace finds the objects that RESPOND to the given TraceChannel
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiSphereTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool SphereTraceMulti(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a box along the given line and returns the first blocking hit encountered.
* This trace finds the objects that RESPONDS to the given TraceChannel
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param HalfSize Distance from the center of box along each axis
* @param OrientationOrientation of the box
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext="WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "BoxTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool BoxTraceSingle(const UObject* WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a box along the given line and returns all hits encountered.
* This trace finds the objects that RESPONDS to the given TraceChannel
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param HalfSize Distance from the center of box along each axis
* @param OrientationOrientation of the box
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext="WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiBoxTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool BoxTraceMulti(const UObject* WorldContextObject, const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a capsule along the given line and returns the first blocking hit encountered.
* This trace finds the objects that RESPOND to the given TraceChannel
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "CapsuleTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool CapsuleTraceSingle(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit.
* This trace finds the objects that RESPOND to the given TraceChannel
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param TraceChannel
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiCapsuleTraceByChannel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool CapsuleTraceMulti(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Does a collision trace along the given line and returns the first hit encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "LineTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
static bool LineTraceSingleForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f );/**
* Does a collision trace along the given line and returns all hits encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiLineTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
static bool LineTraceMultiForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a sphere along the given line and returns the first hit encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "SphereTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool SphereTraceSingleForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a sphere along the given line and returns all hits encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiSphereTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool SphereTraceMultiForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a box along the given line and returns the first hit encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param Orientation
* @param HalfSizeRadius of the sphere to sweep
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext="WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "BoxTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool BoxTraceSingleForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a box along the given line and returns all hits encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param Orientation
* @param HalfSizeRadius of the sphere to sweep
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext="WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiBoxTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool BoxTraceMultiForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a capsule along the given line and returns the first hit encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "CapsuleTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool CapsuleTraceSingleForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweeps a capsule along the given line and returns all hits encountered.
* This only finds objects that are of a type specified by ObjectTypes.
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param ObjectTypesArray of Object Types to trace
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreSelf="true", WorldContext="WorldContextObject", AutoCreateRefTerm="ActorsToIgnore", DisplayName = "MultiCapsuleTraceForObjects", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="sweep"))
static bool CapsuleTraceMultiForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);// BY PROFILE/**
* Trace a ray against the world using a specific profile and return the first blocking hit
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "LineTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "raycast"))
static bool LineTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit
* Results are sorted, so a blocking hit (if found) will be the last element of the array
* Only the single closest blocking result will be generated, no tests will be done after that
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiLineTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "raycast"))
static bool LineTraceMultiByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a sphere against the world and return the first blocking hit using a specific profile
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "SphereTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool SphereTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit
* Results are sorted, so a blocking hit (if found) will be the last element of the array
* Only the single closest blocking result will be generated, no tests will be done after that
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the sphere to sweep
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiSphereTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool SphereTraceMultiByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a box against the world and return the first blocking hit using a specific profile
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param HalfSize Distance from the center of box along each axis
* @param OrientationOrientation of the box
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "BoxTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool BoxTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit
* Results are sorted, so a blocking hit (if found) will be the last element of the array
* Only the single closest blocking result will be generated, no tests will be done after that
*
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param HalfSize Distance from the center of box along each axis
* @param OrientationOrientation of the box
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiBoxTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool BoxTraceMultiByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a capsule against the world and return the first blocking hit using a specific profile
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitProperties of the trace hit.
* @returnTrue if there was a hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "CapsuleTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool CapsuleTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit
* Results are sorted, so a blocking hit (if found) will be the last element of the array
* Only the single closest blocking result will be generated, no tests will be done after that
*
* @param WorldContextWorld context
* @param StartStart of line segment.
* @param EndEnd of line segment.
* @param RadiusRadius of the capsule to sweep
* @param HalfHeightDistance from center of capsule to tip of hemisphere endcap.
* @param ProfileNameThe 'profile' used to determine which components to hit
* @param bTraceComplexTrue to test against complex collision, false to test against simplified collision.
* @param OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
* @returnTrue if there was a blocking hit, false otherwise.
*/
UFUNCTION(BlueprintCallable, Category = "Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", DisplayName = "MultiCapsuleTraceByProfile", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static bool CapsuleTraceMultiByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);/**
* Returns an array of unique actors represented by the given list of components.
* @param ComponentListList of components.
* @param ClassFilterIf set, will only return results of this class or subclasses of it.
* @param OutActorListStart of line segment.
*/
UFUNCTION(BlueprintCallable, Category="Utilities")
static void GetActorListFromComponentList(const TArray<class UPrimitiveComponent*>& ComponentList, UClass* ActorClassFilter, TArray<class AActor*>& OutActorList);// --- Debug drawing functions ------------------------------/** Draw a debug line */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugLine(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f);/** Draw a debug circle! */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCircle(const UObject* WorldContextObject, FVector Center, float Radius, int32 NumSegments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness=0.f, FVector YAxis=FVector(0.f,1.f,0.f),FVector ZAxis=FVector(0.f,0.f,1.f), bool bDrawAxis=false);/** Draw a debug point */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPoint(const UObject* WorldContextObject, const FVector Position, float Size, FLinearColor PointColor, float Duration=0.f);/** Draw directional arrow, pointing from LineStart to LineEnd. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugArrow(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f);/** Draw a debug box */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugBox(const UObject* WorldContextObject, const FVector Center, FVector Extent, FLinearColor LineColor, const FRotator Rotation=FRotator::ZeroRotator, float Duration=0.f, float Thickness = 0.f);/** Draw a debug coordinate system. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCoordinateSystem(const UObject* WorldContextObject, const FVector AxisLoc, const FRotator AxisRot, float Scale=1.f, float Duration=0.f, float Thickness = 0.f);/** Draw a debug sphere */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugSphere(const UObject* WorldContextObject, const FVector Center, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);/** Draw a debug cylinder */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCylinder(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);/** Draw a debug cone */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DeprecatedFunction, DeprecationMessage="DrawDebugCone has been changed to use degrees for angles instead of radians. Place a new DrawDebugCone node and pass your angles as degrees.", DevelopmentOnly))
static void DrawDebugCone(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FLinearColor LineColor, float Duration = 0.f, float Thickness = 0.f);/**
* Draw a debug cone
* Angles are specified in degrees
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DisplayName="DrawDebugCone", DevelopmentOnly))
static void DrawDebugConeInDegrees(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length=100.f, float AngleWidth=45.f, float AngleHeight=45.f, int32 NumSides = 12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);/** Draw a debug capsule */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCapsule(const UObject* WorldContextObject, const FVector Center, float HalfHeight, float Radius, const FRotator Rotation, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);/** Draw a debug string at a 3d world location. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugString(const UObject* WorldContextObject, const FVector TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FLinearColor TextColor = FLinearColor::White, float Duration=0.f);
/**
* Removes all debug strings.
*
* @param WorldContextWorld context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushDebugStrings(const UObject* WorldContextObject);/** Draws a debug plane. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPlane(const UObject* WorldContextObject, const FPlane& PlaneCoordinates, const FVector Location, float Size, FLinearColor PlaneColor = FLinearColor::White, float Duration=0.f);/**
* Flush all persistent debug lines and shapes.
*
* @param WorldContextWorld context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushPersistentDebugLines(const UObject* WorldContextObject);/** Draws a debug frustum. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFrustum(const UObject* WorldContextObject, const FTransform& FrustumTransform, FLinearColor FrustumColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);/** Draw a debug camera shape. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(DevelopmentOnly))
static void DrawDebugCamera(const ACameraActor* CameraActor, FLinearColor CameraColor = FLinearColor::White, float Duration=0.f);/* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryTransform(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, const FTransform& DrawTransform, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f);/* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryLocation(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f);UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(DevelopmentOnly))
static FDebugFloatHistory AddFloatHistorySample(float Value, const FDebugFloatHistory& FloatHistory);/** Mark as modified. */
UFUNCTION(BlueprintCallable, Category="Development|Editor")
static void CreateCopyForUndoBuffer(UObject* ObjectToModify);/** Get bounds */
UFUNCTION(BlueprintPure, Category="Collision")
static void GetComponentBounds(const USceneComponent* Component, FVector& Origin, FVector& BoxExtent, float& SphereRadius);UFUNCTION(BlueprintPure, Category="Collision", meta=(DeprecatedFunction))
static void GetActorBounds(const AActor* Actor, FVector& Origin, FVector& BoxExtent);/**
* Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts)
* 0: low, show only object with DetailMode low or higher
* 1: medium, show all object with DetailMode medium or higher
* 2: high, show all objects
*/
UFUNCTION(BlueprintPure, Category="Rendering", meta=(UnsafeDuringActorConstruction = "true"))
static int32 GetRenderingDetailMode();/**
* Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts)
* 0: low
* 1: high
* 2: medium
*/
UFUNCTION(BlueprintPure, Category="Rendering|Material", meta=(UnsafeDuringActorConstruction = "true"))
static int32 GetRenderingMaterialQualityLevel();/**
* Gets the list of support fullscreen resolutions.
* @return true if successfully queried the device for available resolutions.
*/
UFUNCTION(BlueprintCallable, Category="Rendering")
static bool GetSupportedFullscreenResolutions(TArray<FIntPoint>& Resolutions);/**
* Gets the list of windowed resolutions which are convenient for the current primary display size.
* @return true if successfully queried the device for available resolutions.
*/
UFUNCTION(BlueprintCallable, Category="Rendering")
static bool GetConvenientWindowedResolutions(TArray<FIntPoint>& Resolutions);/**
* Gets the smallest Y resolution we want to support in the UI, clamped within reasons
* @return value in pixels
*/
UFUNCTION(BlueprintPure, Category="Rendering", meta=(UnsafeDuringActorConstruction = "true"))
static int32 GetMinYResolutionForUI();/**
* Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons
* @return value in pixels
*/
UFUNCTION(BlueprintPure, Category = "Rendering", meta = (UnsafeDuringActorConstruction = "true"))
static int32 GetMinYResolutionFor3DView();// Opens the specified URL in the platform's web browser of choice
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void LaunchURL(const FString& URL);UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static bool CanLaunchURL(const FString& URL);// Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame)
// Note: This can be a slow operation, and should only be performed where a hitch would be acceptable
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void CollectGarbage();/**
* Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view)
* (iOS and Android only)
*
* @param AdIdIndex The index of the ID to select for the ad to show
* @param bShowOnBottomOfScreen If true, the iAd will be shown at the bottom of the screen, top otherwise
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ShowAdBanner(int32 AdIdIndex, bool bShowOnBottomOfScreen);/**
* Retrieves the total number of Ad IDs that can be selected between
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform", meta = (DisplayName = "Get Ad ID Count"))
static int32 GetAdIDCount();/**
* Hides the ad banner (iAd on iOS, or AdMob on Android). Will force close the ad if it's open
* (iOS and Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void HideAdBanner();/**
* Forces closed any displayed ad. Can lead to loss of revenue
* (iOS and Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ForceCloseAdBanner();/**
* Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd
* (Android only)
*
* @param AdIdIndex The index of the ID to select for the ad to show
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void LoadInterstitialAd(int32 AdIdIndex);/**
* Returns true if the requested interstitial ad is loaded and ready
* (Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static bool IsInterstitialAdAvailable();/**
* Returns true if the requested interstitial ad has been successfully requested (false if load request fails)
* (Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static bool IsInterstitialAdRequested();/**
* Shows the loaded interstitial ad (loaded with LoadInterstitialAd)
* (Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ShowInterstitialAd();/**
* Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ShowPlatformSpecificLeaderboardScreen(const FString& CategoryName);/**
* Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release)
*
* @param SpecificPlayer Specific player's achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ShowPlatformSpecificAchievementsScreen(const class APlayerController* SpecificPlayer);/**
* Returns whether the player is logged in to the currently active online subsystem.
*
* @param Player Specific player's login status to get. May not be supported on all platforms. If null, defaults to the player with ControllerId 0.
*/
UFUNCTION(BlueprintPure, Category = "Online")
static bool IsLoggedIn(const APlayerController* SpecificPlayer);/**
* Returns true if screen saver is enabled.
*
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static bool IsScreensaverEnabled();/**
* Allows or inhibits screensaver
* @parambAllowScreenSaverIf false, don't allow screensaver if possible, otherwise allow default behavior
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ControlScreensaver(bool bAllowScreenSaver);/**
* Allows or inhibits system default handling of volume up and volume down buttons (Android only)
* @parambEnabledIf true, allow Android to handle volume up and down events
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void SetVolumeButtonsHandledBySystem(bool bEnabled);/**
* Returns true if system default handling of volume up and volume down buttons enabled (Android only)
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static bool GetVolumeButtonsHandledBySystem();/**
* Sets whether attached gamepads will block feedback from the device itself (Mobile only).
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void SetGamepadsBlockDeviceFeedback(bool bBlock);/**
* Resets the gamepad to player controller id assignments (Android and iOS only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ResetGamepadAssignments();/*
* Resets the gamepad assignment to player controller id (Android and iOS only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void ResetGamepadAssignmentToController(int32 ControllerId);/**
* Returns true if controller id assigned to a gamepad (Android and iOS only)
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static bool IsControllerAssignedToGamepad(int32 ControllerId);/**
* Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only)
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static FString GetGamepadControllerName(int32 ControllerId); /**
* Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only)
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static UTexture2D* GetGamepadButtonGlyph(const FString& ButtonKey, int32 ControllerIndex);/**
* Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.)
*
* @param WorldContextObjectWorld context
* @param Stateset true to suppress transition message
*/
UFUNCTION(BlueprintCallable, Category = "Utilities", meta = (WorldContext="WorldContextObject"))
static void SetSuppressViewportTransitionMessage(const UObject* WorldContextObject, bool bState);/**
* Returns an array of the user's preferred languages in order of preference
* @return An array of language IDs ordered from most preferred to least
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static TArray<FString> GetPreferredLanguages();/**
* Get the default language (for localization) used by this platform
* @note This is typically the same as GetDefaultLocale unless the platform distinguishes between the two
* @note This should be returned in IETF language tag form:
* - A two-letter ISO 639-1 language code (eg, "zh")
* - An optional four-letter ISO 15924 script code (eg, "Hans")
* - An optional two-letter ISO 3166-1 country code (eg, "CN")
* @return The language as an IETF language tag (eg, "zh-Hans-CN")
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static FString GetDefaultLanguage();/**
* Get the default locale (for internationalization) used by this platform
* @note This should be returned in IETF language tag form:
* - A two-letter ISO 639-1 language code (eg, "zh")
* - An optional four-letter ISO 15924 script code (eg, "Hans")
* - An optional two-letter ISO 3166-1 country code (eg, "CN")
* @return The locale as an IETF language tag (eg, "zh-Hans-CN")
*/
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static FString GetDefaultLocale();/**
* Returns the currency code associated with the device's locale
* @return the currency code associated with the device's locale
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static FString GetLocalCurrencyCode();/**
* Returns the currency symbol associated with the device's locale
* @return the currency symbol associated with the device's locale
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static FString GetLocalCurrencySymbol();/**
* Requests permission to send remote notifications to the user's device.
* (Android and iOS only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void RegisterForRemoteNotifications();/**
* Requests Requests unregistering from receiving remote notifications to the user's device.
* (Android only)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities|Platform")
static void UnregisterForRemoteNotifications();/**
* Tells the engine what the user is doing for debug, analytics, etc.
*/
UFUNCTION(BlueprintCallable, Category = "Utilities")
static void SetUserActivity(const FUserActivity& UserActivity);/**
* Returns the command line that the process was launched with.
*/
UFUNCTION(BlueprintCallable, Category="Utilities")
static FString GetCommandLine();/*
* Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar)
*
* @paramInCmdLineThe the string to parse (ie '-foo -bar=/game/baz testtoken' )
* @paramOutTokens[out]Filled with all loose tokens found in the string (ie: testToken in above example)
* @paramOutSwitches[out]Filled with all switches found in the string (ie -foo)
* @paramOutParams[out]Filled with all switches found in the string with the format key = value (ie: -bar, /game/baz)
*/
UFUNCTION(BlueprintCallable, Category = "Utilities")
static void ParseCommandLine(const FString& InCmdLine, TArray<FString>& OutTokens, TArray<FString>& OutSwitches, TMap<FString, FString>& OutParams);/**
* Returns true if the string has -param in it (do not specify the leading -)
*/
UFUNCTION(BlueprintPure, Category = "Utilities")
static bool ParseParam(const FString& InString, const FString& InParam);/**
* Returns 'value' if -option=value is in the string
*/
UFUNCTION(BlueprintPure, Category = "Utilities")
static bool ParseParamValue(const FString& InString, const FString& InParam, FString& OutValue);/**
* Returns true if running unattended (-unattended is on the command line)
*
* @returnUnattended state
*/
UFUNCTION(BlueprintPure, Category = "Utilities")
static bool IsUnattended();// --- Property Access ---------------------------#if WITH_EDITOR
/**
* Attempts to retrieve the value of a named property from the given object.
*
* @param Object The object you want to retrieve a property value from.
* @param PropertyName The name of the object property to retrieve the value from.
* @param PropertyValue The retrieved property value, if found.
*
* @return Whether the property value was found and correctly retrieved.
*/
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Utilities", meta=(CustomStructureParam="PropertyValue", BlueprintInternalUseOnly="true"))
static bool GetEditorProperty(UObject* Object, const FName PropertyName, int32& PropertyValue);
static bool Generic_GetEditorProperty(const UObject* Object, const FProperty* ObjectProp, void* ValuePtr, const FProperty* ValueProp);
DECLARE_FUNCTION(execGetEditorProperty);/**
* Attempts to set the value of a named property on the given object.
*
* @param Object The object you want to set a property value on.
* @param PropertyName The name of the object property to set the value of.
* @param PropertyValue The property value to set.
* @param ChangeNotifyMode When to emit property change notifications.
*
* @return Whether the property value was found and correctly set.
*/
UFUNCTION(BlueprintCallable, CustomThunk, Category = "Utilities", meta=(CustomStructureParam="PropertyValue", AdvancedDisplay="ChangeNotifyMode", BlueprintInternalUseOnly="true"))
static bool SetEditorProperty(UObject* Object, const FName PropertyName, const int32& PropertyValue, const EPropertyAccessChangeNotifyMode ChangeNotifyMode);
static bool Generic_SetEditorProperty(UObject* Object, const FProperty* ObjectProp, const void* ValuePtr, const FProperty* ValueProp, const EPropertyAccessChangeNotifyMode ChangeNotifyMode);
DECLARE_FUNCTION(execSetEditorProperty);
#endif// --- Transactions ------------------------------/**
* Begin a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time.
* @note If there is already an active transaction in progress, then this increments that transaction's action counter instead of beginning a new transaction.
* @note You must call TransactObject before modifying each object that should be included in this undo transaction.
* @note Only available in the editor.
*
* @paramContextThe context for the undo session. Typically the tool/editor that caused the undo operation.
* @paramDescriptionThe description for the undo session. This is the text that will appear in the "Edit" menu next to the Undo item.
* @paramPrimaryObjectThe primary object that the undo session operators on (can be null, and mostly is).
*
* @returnThe number of active actions when BeginTransaction was called (values greater than 0 indicate that there was already an existing undo transaction in progress), or -1 on failure.
*/
UFUNCTION(BlueprintCallable, Category = "Transactions")
static int32 BeginTransaction(const FString& Context, FText Description, UObject* PrimaryObject);/**
* Attempt to end the current undo transaction. Only successful if the transaction's action counter is 1.
* @note Only available in the editor.
*
* @returnThe number of active actions when EndTransaction was called (a value of 1 indicates that the transaction was successfully closed), or -1 on failure.
*/
UFUNCTION(BlueprintCallable, Category = "Transactions")
static int32 EndTransaction();/**
* Cancel the current transaction, and no longer capture actions to be placed in the undo buffer.
* @note Only available in the editor.
*
* @paramIndexThe action counter to cancel transactions from (as returned by a call to BeginTransaction).
*/
UFUNCTION(BlueprintCallable, Category = "Transactions")
static void CancelTransaction(const int32 Index);/**
* Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer.
* @note Internally this calls Modify on the given object, so will also mark the owner package dirty.
* @note Only available in the editor.
*
* @paramObjectThe object that is about to be modified.
*/
UFUNCTION(BlueprintCallable, Category = "Transactions")
static void TransactObject(UObject* Object);/**
* Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update.
* @note Internally this calls SnapshotTransactionBuffer on the given object.
* @note Only available in the editor.
*
* @paramObjectThe object that is about to be modified.
*/
UFUNCTION(BlueprintCallable, Category = "Transactions")
static void SnapshotObject(UObject* Object);// --- Asset Manager ------------------------------/** Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="GetObject"))
static UObject* GetObjectFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId);/** Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="GetClass"))
static TSubclassOf<UObject> GetClassFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId);/** Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="GetSoftObjectReference"))
static TSoftObjectPtr<UObject> GetSoftObjectReferenceFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId);/** Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="GetSoftClassReference"))
static TSoftClassPtr<UObject> GetSoftClassReferenceFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId);/** Returns the Primary Asset Id for an Object, this can return an invalid one if not registered */
UFUNCTION(BlueprintPure, Category = "AssetManager")
static FPrimaryAssetId GetPrimaryAssetIdFromObject(UObject* Object);/** Returns the Primary Asset Id for a Class, this can return an invalid one if not registered */
UFUNCTION(BlueprintPure, Category = "AssetManager")
static FPrimaryAssetId GetPrimaryAssetIdFromClass(TSubclassOf<UObject> Class);/** Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered */
UFUNCTION(BlueprintPure, Category = "AssetManager")
static FPrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference(TSoftObjectPtr<UObject> SoftObjectReference);/** Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered */
UFUNCTION(BlueprintPure, Category = "AssetManager")
static FPrimaryAssetId GetPrimaryAssetIdFromSoftClassReference(TSoftClassPtr<UObject> SoftClassReference);/** Returns list of PrimaryAssetIds for a PrimaryAssetType */
UFUNCTION(BlueprintCallable, Category = "AssetManager", meta=(ScriptMethod))
static void GetPrimaryAssetIdList(FPrimaryAssetType PrimaryAssetType, TArray<FPrimaryAssetId>& OutPrimaryAssetIdList);/** Returns true if the Primary Asset Id is valid */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="IsValid", ScriptOperator="bool", BlueprintThreadSafe))
static bool IsValidPrimaryAssetId(FPrimaryAssetId PrimaryAssetId);/** Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToString (PrimaryAssetId)", CompactNodeTitle = "->", ScriptMethod="ToString", BlueprintThreadSafe), Category = "AssetManager")
static FString Conv_PrimaryAssetIdToString(FPrimaryAssetId PrimaryAssetId);/** Returns true if the values are equal (A == B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal (PrimaryAssetId)", CompactNodeTitle = "==", ScriptOperator="==", BlueprintThreadSafe), Category = "AssetManager")
static bool EqualEqual_PrimaryAssetId(FPrimaryAssetId A, FPrimaryAssetId B);/** Returns true if the values are not equal (A != B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "NotEqual (PrimaryAssetId)", CompactNodeTitle = "!=", ScriptOperator="!=", BlueprintThreadSafe), Category = "AssetManager")
static bool NotEqual_PrimaryAssetId(FPrimaryAssetId A, FPrimaryAssetId B);/** Returns list of Primary Asset Ids for a PrimaryAssetType */
UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(ScriptMethod="IsValid", ScriptOperator="bool", BlueprintThreadSafe))
static bool IsValidPrimaryAssetType(FPrimaryAssetType PrimaryAssetType);/** Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToString (PrimaryAssetType)", CompactNodeTitle = "->", ScriptMethod="ToString", BlueprintThreadSafe), Category = "AssetManager")
static FString Conv_PrimaryAssetTypeToString(FPrimaryAssetType PrimaryAssetType);/** Returns true if the values are equal (A == B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal (PrimaryAssetType)", CompactNodeTitle = "==", ScriptOperator="==", BlueprintThreadSafe), Category = "AssetManager")
static bool EqualEqual_PrimaryAssetType(FPrimaryAssetType A, FPrimaryAssetType B);/** Returns true if the values are not equal (A != B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "NotEqual (PrimaryAssetType)", CompactNodeTitle = "!=", ScriptOperator="!=", BlueprintThreadSafe), Category = "AssetManager")
static bool NotEqual_PrimaryAssetType(FPrimaryAssetType A, FPrimaryAssetType B);/** Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it */
UFUNCTION(BlueprintCallable, Category = "AssetManager", meta=(ScriptMethod="Unload"))
static void UnloadPrimaryAsset(FPrimaryAssetId PrimaryAssetId);/** Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it */
UFUNCTION(BlueprintCallable, Category = "AssetManager")
static void UnloadPrimaryAssetList(const TArray<FPrimaryAssetId>& PrimaryAssetIdList);/**
* Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all.
* If ForceCurrentState is true it will return the current state even if a load is in process
*/
UFUNCTION(BlueprintCallable, Category = "AssetManager", meta=(ScriptMethod))
static bool GetCurrentBundleState(FPrimaryAssetId PrimaryAssetId, bool bForceCurrentState, TArray<FName>& OutBundles);/**
* Returns the list of assets that are in a given bundle state. Required Bundles must be specified
* If ExcludedBundles is not empty, it will not return any assets in those bundle states
* If ValidTypes is not empty, it will only return assets of those types
* If ForceCurrentState is true it will use the current state even if a load is in process
*/
UFUNCTION(BlueprintCallable, Category = "AssetManager", meta=(AutoCreateRefTerm = "ExcludedBundles, ValidTypes"))
static void GetPrimaryAssetsWithBundleState(const TArray<FName>& RequiredBundles, const TArray<FName>& ExcludedBundles, const TArray<FPrimaryAssetType>& ValidTypes, bool bForceCurrentState, TArray<FPrimaryAssetId>& OutPrimaryAssetIdList);
};//////////////////////////////////////////////////////////////////////////
// UKismetSystemLibrary inlinesFORCEINLINE_DEBUGGABLE bool UKismetSystemLibrary::IsValid(const UObject* Object)
{
return ::IsValid(Object);
}FORCEINLINE_DEBUGGABLE bool UKismetSystemLibrary::IsValidClass(UClass* Class)
{
return ::IsValid(Class);
}FORCEINLINE int32 UKismetSystemLibrary::MakeLiteralInt(int32 Value)
{
return Value;
}FORCEINLINE float UKismetSystemLibrary::MakeLiteralFloat(float Value)
{
return Value;
}FORCEINLINE bool UKismetSystemLibrary::MakeLiteralBool(bool Value)
{
return Value;
}FORCEINLINE FName UKismetSystemLibrary::MakeLiteralName(FName Value)
{
return Value;
}FORCEINLINE uint8 UKismetSystemLibrary::MakeLiteralByte(uint8 Value)
{
return Value;
}FORCEINLINE FString UKismetSystemLibrary::MakeLiteralString(FString Value)
{
return Value;
}FORCEINLINE FText UKismetSystemLibrary::MakeLiteralText(FText Value)
{
return Value;
}
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