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integration/Source/Integration/UtilityLibrary.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UtilityLibrary.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
/**
*
* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
* but rather, are just generally-useful functionality that could help in any
* Unreal program.
*
*/
UCLASS()
class INTEGRATION_API UlxUtilityLibrary : public UObject
{
GENERATED_BODY()
public:
// If condition is false, quit the game, reporting an error message to the log.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
static void Assert(bool condition, const FString &ErrorMessage);
// Call a function by name, on any UObject. If the function doesn't exist, calls
// the fallback function instead. If that isn't found either, returns false.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
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static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback, bool bFailIfNotFound = true);
// Get the axis-aligned bounding box of an actor.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
static FBox GetActorBounds(const AActor *target, bool bOnlyCollidingComponents = false, bool bIncludeFromChildActors = false);
// Add movement input, using the yaw of the control rotation to find a rightward vector.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input")
static void AddMovementInputRightward(APawn *target, double ScaleValue=1.0, bool Force=false);
// Add movement input, using the yaw of the control rotation to find a forward vector.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input")
static void AddMovementInputForward(APawn *target, double ScaleValue=1.0, bool Force=false);
// Get the enhanced input local player subsystem from a controller. If the controller
// is not a player controller, or if it is a player controller but it doesn't have an
// enhanced input subsystem, return nullptr.
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems")
static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
};