Rearrange all Blueprint functions into better categories
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36
Source/Integration/UtilityLibrary.h
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36
Source/Integration/UtilityLibrary.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UtilityLibrary.generated.h"
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/**
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*
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* UlxUtilityLibrary is for functions that are just generally-useful functionality
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* that Unreal includes, but for some reason was not made accessible to Blueprints.
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*
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*/
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UCLASS()
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class INTEGRATION_API UlxUtilityLibrary : public UObject
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{
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GENERATED_BODY()
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public:
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// If condition is false, quit the game, reporting an error message to the log.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
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static void Assert(bool condition, const FString &ErrorMessage);
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// Call a function by name, on any UObject. If the function doesn't exist, calls
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// the fallback function instead. If that isn't found either, returns false.
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//
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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);
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// Get the axis-aligned bounding box of an actor.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
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static FBox GetActorBounds(const AActor *target, bool bOnlyCollidingComponents = false, bool bIncludeFromChildActors = false);
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};
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