Add AssetLookup module to find assets by name.

This commit is contained in:
2025-04-01 22:31:27 -04:00
parent b26d56048f
commit aa511b9b8c
11 changed files with 250 additions and 78 deletions

View File

@@ -8,16 +8,17 @@
#include "ConsoleOutput.h"
#include "StringDecoder.h"
#include "TangibleManager.h"
#include "AssetLookup.h"
#include "LuprexSockets.h"
#include "TriggeredTask.h"
#include "BlueprintErrors.h"
#include "LuprexGameModeBase.generated.h"
// Messages that come from inside the Luprex Core.
DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
// Messages that pertain to our Luprex integration with Unreal.
DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
class LookAtDetector;
@@ -100,6 +101,9 @@ public:
// Execute a debugging command, typed on the GUI.
void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
// Get the Asset Lookup table.
const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
// Transfer console output from the Luprex engine to unreal.
void UpdateConsoleOutput();
@@ -124,8 +128,11 @@ public:
virtual uint32 Run() override;
// Get the current Luprex Game Mode Base, given a context object.
static ALuprexGameModeBase *FromContext(UObject *context);
static ALuprexGameModeBase *FromContext(const UObject *context);
// Asset Lookup by Name.
UPROPERTY()
UlxAssetLookup *AssetLookup;
UPROPERTY()
UlxTangibleManager *TangibleManager;