Still working on event handling for hotkey widgets
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@@ -49,18 +49,18 @@ public:
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FString WidgetLoadPath(const FName &AssetName) const;
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// Get a static mesh by name
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
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static UStaticMesh *GetStaticMeshByName(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static UStaticMesh *LoadStaticMeshAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a tangible class by name
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
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static TSubclassOf<AActor> GetTangibleClassByName(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<AActor> LoadTangibleBlueprintAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a widget blueprint by name
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
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static TSubclassOf<UUserWidget> GetWidgetByName(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<UUserWidget> LoadUserWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a look-at widget blueprint by name
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
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static TSubclassOf<UlxLookAtWidget> GetLookAtWidgetByName(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Asset Loading")
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static TSubclassOf<UlxLuaWidget> LoadLuaWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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};
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