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static FRotator | RotatorMask (const FRotator Input, UPARAM(DisplayName="X (Roll)") const bool X, UPARAM(DisplayName="Y (Pitch)") const bool Y, UPARAM(DisplayName="X (Yaw)") const bool Z) |
Returns a new rotator with the chosen axes copied from the source. More... | |
static FVector | VectorMask (const FVector Input, const bool X, const bool Y, const bool Z) |
Returns a new vector with the chosen axes copied from the source. More... | |
static void | DecrementTimer (UPARAM(ref) float &TimerRef, const float Delta, float &NewValue, bool &IsZero) |
Decrements a float as a timer. More... | |
static void | DecrementTimerAndCheck (UPARAM(ref) float &TimerRef, const float Delta, bool &JustFinished, ETimerFinished &Branches) |
Decrements a float as a timer and checks if it's <= 0. More... | |
static void | LandscapeLoadGrassSync (ALandscapeProxy *Landscape) |
Forces a landscape to load grass syncrhonously. More... | |
static UObject * | SelectRandomObjectWeighted (const TArray< UObject * > &Choices, const TArray< float > &Weights) |
Selects a random UObject using the provided weights. More... | |
static FString | SelectRandomStringWeighted (const TArray< FString > &Choices, const TArray< float > &Weights) |
Selects a random string using the provided weights. More... | |
static EGameWorldType | GetWorldType (const UObject *WorldContextObject) |
Gets the type of world the provided object is in. More... | |
static void | LogEditorMessageText (const FText Message, const FName LogName=FName("PIE"), const EMessageLogSeverity Severity=EMessageLogSeverity::Info) |
Logs a message to a message log. More... | |
static void | LogEditorMessageString (const FString Message, const FName LogName=FName("PIE"), const EMessageLogSeverity Severity=EMessageLogSeverity::Info) |
Logs a message to a message log. More... | |
static void | ClearEditorLog (const FName LogName=FName("PIE")) |
Clears the given message log. More... | |
static void | LogEditorMessageWithAssetLink (const FString Prefix, const FString AssetPath, const FString Suffix, const FName LogName=FName("PIE"), const EMessageLogSeverity Severity=EMessageLogSeverity::Info) |
Logs a message to a message log with a link to an asset. More... | |
static FString | GetClipboard () |
Gets the contents of the system clipboard as a string. More... | |
static void | SetClipboard (FString Content) |
Sets the contents of the system clipboard to the given string. More... | |
static bool | IsActorOnPlayerScreen (const int32 PlayerIndex, const AActor *Actor, const float Margin) |
Finds whether an actor is on a player's screen, with a safety margin. More... | |
static void | DebugWriteImageRGB (const TArray< FColor > &Pixels, int32 Width, FString Filename) |
Writes an image to the content folder in PNG format. More... | |
static FVector | ActorRelativeOffset (const AActor *Actor, const FVector Offset) |
Gets an actor's postion in world space, plus an offset that is rotated by the actor's world location. More... | |
static void | RequestExit () |
Requests the game process to shut down. More... | |
static void | ParseOption (const FString Input, const FString Key, bool &Found, FString &Value) |
Tries to find the given option from the a command string Uses dash syntax, i.e. More... | |
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Gets an actor's postion in world space, plus an offset that is rotated by the actor's world location.
Actor | Target actor |
Offset | OFfset to be rotated and added |
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Clears the given message log.
This node only functions in the editor. In a standalone game it will silently do nothing.
LogName | The name of the message log to clear |
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Writes an image to the content folder in PNG format.
This function is for development only, and does not check for valid parameters.
Pixels | Pixel data |
Width | Image width (height is derived from this and pixel len) |
Filename | Name of file to write |
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Decrements a float as a timer.
TimerRef | The timer variable |
Delta | The time to subtract |
NewValue | The new value of the timer after subtracting |
IsZero | True if the timer is <= 0. |
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Decrements a float as a timer and checks if it's <= 0.
Subtracts Delta from the given float and takes one of two branches depending on whether there's still time left. JustFinished is true if the timer hit zero this update.
TimerRef | The timer variable |
Delta | The time to subtract |
JustFinished | True if the timer hit zero this update |
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Gets the contents of the system clipboard as a string.
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Gets the type of world the provided object is in.
WorldContextObject | Object to query for world type |
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Finds whether an actor is on a player's screen, with a safety margin.
PlayerIndex | Index of the player whose screen to check |
Actor | Actor to check |
Margin | Safety margin to add around screen bounds, in pixels |
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Forces a landscape to load grass syncrhonously.
By default, a landscape will only load one chunk of grass per frame, which can be very slow on large lansdscapes. Calling this node will force the game to block until the grass finishes loading.
Landscape | The landscape to load grass on |
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Logs a message to a message log.
This node only functions in the editor. In a standalone game it will silently do nothing.
Message | The message to log |
LogName | The name of the message log to write to |
Severity | The message severity to use |
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Logs a message to a message log.
This node only functions in the editor. In a standalone game it will silently do nothing.
Message | The message to log |
LogName | The name of the message log to write to |
Severity | The message severity to use |
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Logs a message to a message log with a link to an asset.
This node only functions in the editor. In a standalone game it will silently do nothing.
Prefix | The part of the message to go before the link |
AssetPath | The path for the link |
Suffix | The part of the message to go after the link |
LogName | The name of the message log to write to |
Severity | The message severity to use |
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Tries to find the given option from the a command string Uses dash syntax, i.e.
-key value
Input | String to parse. If this is empty, parse the command line arguments |
Key | Key to look for |
Found | True if the option was found |
Value | The value if the key was found, otherwise empty |
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Requests the game process to shut down.
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Returns a new rotator with the chosen axes copied from the source.
Input | The source rotator |
X | Whether to copy the X axis |
Y | Whether to copy the Y axis |
Z | Whether to copy the Z axis |
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Selects a random UObject using the provided weights.
Given an array of choices and an array of weights, this node returns one of the choices picked randomly, such that the given weights are normalized to equal 1.0.
Choices | The choices to pick from |
Weights | The weight (probability) for each choice |
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Selects a random string using the provided weights.
Given an array of choices and an array of weights, this node returns one of the choices picked randomly, such that the given weights are normalized to equal 1.0.
Choices | The choices to pick from |
Weights | The weight (probability) for each choice |
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Sets the contents of the system clipboard to the given string.
Content | The string to write to the system clipboard |
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Returns a new vector with the chosen axes copied from the source.
Input | The source vector |
X | Whether to copy the X axis |
Y | Whether to copy the Y axis |
Z | Whether to copy the Z axis |