Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectBlueprintFunctionLibrary.h
Yoan StAmant 6bb03bc763 [SmartObject] Exposed multiple types and functions to blueprint
- added new blackboard key type to hold FSmartObjectClaimHandle
#rb mieszko.zielinski
#preflight 619bfc5288439fccfe6af26e

[CL 18263205 by Yoan StAmant in ue5-main branch]
2021-11-22 16:32:17 -05:00

41 lines
2.3 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 = "UseSmartObject"))
static bool K2_UseSmartObject(AActor* Avatar, AActor* SmartObject);
UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "SetSmartObjectEnabled"))
static bool K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled);
UE_DEPRECATED(5.0, "K2_AddLooseGameplayTags has been deprecated and will be removed soon. Use UAbilitySystemBlueprintLibrary::AddLooseGameplayTags instead")
UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "DEPRECATED_AddLooseGameplayTags", DeprecatedFunction, DeprecationMessage = "Use AbilitySystemBlueprintLibrary::AddLooseGameplayTags instead"))
static bool K2_AddLooseGameplayTags(AActor* Actor, const FGameplayTagContainer& GameplayTags);
UE_DEPRECATED(5.0, "K2_AddLooseGameplayTags has been deprecated and will be removed soon. Use UAbilitySystemBlueprintLibrary::RemoveLooseGameplayTags instead")
UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "DEPRECATED_RemoveLooseGameplayTags", DeprecatedFunction, DeprecationMessage = "Use AbilitySystemBlueprintLibrary::RemoveLooseGameplayTags instead"))
static bool K2_RemoveLooseGameplayTags(AActor* Actor, const FGameplayTagContainer& GameplayTags);
};