Files
integration/Source/Integration/UtilityLibrary.cpp

76 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "UtilityLibrary.h"
#include "GameFramework/PlayerController.h"
#include "EnhancedInputSubsystems.h"
#define LOCTEXT_NAMESPACE "Luprex Utility"
void UlxUtilityLibrary::CallFunctionByName(UObject *object, const FString &namepart1, const FString &namepart2, const FString &fallback, bool bFailIfNotFound) {
FString fullname = namepart1 + namepart2;
if (!IsValid(object)) {
UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, object passed in is not valid."));
return;
}
UFunction* function = object->FindFunction(FName(*fullname));
if (function == nullptr) {
function = object->FindFunction(FName(*fallback));
if (function == nullptr) {
if (!bFailIfNotFound) {
return;
}
UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, cannot find the named function or the fallback function"));
return;
}
}
if (function->ParmsSize != 0) {
UE_LOG(LogBlueprint, Error, TEXT("CallFunctionByName can only call functions that have no parameters and no return values"));
return;
}
object->ProcessEvent(function, nullptr);
}
FBox UlxUtilityLibrary::GetActorBounds(const AActor *target, bool bOnlyCollidingComponents, bool bIncludeFromChildActors)
{
FVector ActorOrigin;
FVector BoxExtent;
// First argument is bOnlyCollidingComponents - if you want to get the bounds for components that don't have collision enabled then set to false
// Last argument is bIncludeFromChildActors. Usually this won't do anything but if we've child-ed an actor - like a gun child-ed to a character
// then we wouldn't want the gun to be part of the bounds so set to false
target->GetActorBounds(bOnlyCollidingComponents, ActorOrigin, BoxExtent, bIncludeFromChildActors);
return FBox::BuildAABB(ActorOrigin, BoxExtent);
}
void UlxUtilityLibrary::AddMovementInputRightward(APawn *target, double ScaleValue, bool Force) {
FRotator rotator = target->GetControlRotation();
rotator.Pitch = 0.0;
rotator.Roll = 0.0;
rotator.Yaw += 90.0;
FVector vector = rotator.Vector();
target->AddMovementInput(vector, ScaleValue, Force);
}
void UlxUtilityLibrary::AddMovementInputForward(APawn *target, double ScaleValue, bool Force) {
FRotator rotator = target->GetControlRotation();
rotator.Roll = 0.0;
rotator.Pitch = 0.0;
FVector vector = rotator.Vector();
target->AddMovementInput(vector, ScaleValue, Force);
}
UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlayerSubsystem(AController *Controller) {
APlayerController *pc = Cast<APlayerController>(Controller);
if (pc != nullptr) {
UEnhancedInputLocalPlayerSubsystem* subsys =
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(pc->GetLocalPlayer());
if (subsys != nullptr) {
return subsys;
}
}
return nullptr;
}