// 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: // 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") 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); };