More work on look-at, split LuaCall into LuaInvoke/LuaProbe
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@@ -34,6 +34,8 @@ private:
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void ScanStaticMeshes();
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void ScanWidgets();
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static void LogMaybeError(bool ErrorIfNotFound, const TCHAR *Format, const TCHAR *Data);
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public:
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void RebuildIndex();
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@@ -48,17 +50,17 @@ public:
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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, bool ErrorIfInvalid = true);
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static UStaticMesh *GetStaticMeshByName(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, bool ErrorIfInvalid = true);
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static TSubclassOf<AActor> GetTangibleClassByName(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, bool ErrorIfInvalid = true);
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static TSubclassOf<UUserWidget> GetWidgetByName(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, bool ErrorIfInvalid = true);
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static TSubclassOf<UlxLookAtWidget> GetLookAtWidgetByName(const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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};
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