Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectBlueprintFunctionLibrary.h
Yoan StAmant 9363b181ee GameplayBehaviorSmartObjects plugin to create and use SmartObjects using GameplayBehaviors as their default runtime instances.
#rnx
#preflight 626feb8f264f78f46f775c92

[CL 20008771 by Yoan StAmant in ue5-main branch]
2022-05-02 10:59:07 -04:00

30 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SmartObjectRuntime.h"
#include "SmartObjectBlueprintFunctionLibrary.generated.h"
struct FGameplayTagContainer;
class UBlackboardComponent;
class AAIController;
UCLASS(meta = (ScriptName = "SmartObjectLibrary"))
class SMARTOBJECTSMODULE_API USmartObjectBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "SmartObject")
static FSmartObjectClaimHandle GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName);
UFUNCTION(BlueprintCallable, Category = "SmartObject")
static void SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, FSmartObjectClaimHandle Value);
UFUNCTION(BlueprintCallable, Category = "SmartObject")
static bool IsValidSmartObjectClaimHandle(const FSmartObjectClaimHandle Handle) { return Handle.IsValid(); }
UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "SetSmartObjectEnabled"))
static bool K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled);
};