Class: USystemsStatics
class SYSTEMS_API USystemsStatics
: public UBlueprintFunctionLibrary;
Reflection-enabled
Library of useful boilerplate-wrapping functions related to systems components.
Methods
-
AddComponentpublic: static void AddComponent( UActorComponent* Component, const TSet<FName>& SystemsWorlds, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintCallable
- Category = Systems|Components
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
Tries to add component to specified global systems worlds.
Useful when creating proxy components that inherits from engine components to make them auto added to global systems worlds on
BeginPlay.
Arguments
-
ComponentUActorComponent* ComponentActor component to add to global systems world.
-
SystemsWorldsconst TSet<FName>& SystemsWorldsList of global systems worlds given component should be registered into.
-
WorldContextUObject* WorldContextWorld context object.
-
AddComponentEverywherepublic: static void AddComponentEverywhere( UActorComponent* Component, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintCallable
- Category = Systems|Components
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
Tries to add component to every global systems worlds.
Useful when creating proxy components that inherits from engine components to make them auto added to global systems worlds on
BeginPlay.
Arguments
-
ComponentUActorComponent* ComponentActor component to add to global systems world.
-
WorldContextUObject* WorldContextWorld context object.
-
GetComponentRawpublic: static UActorComponent* GetComponentRaw( FName Id, AActor* Actor, const TSubclassOf<UActorComponent>& Type, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintPure
- Category = Systems|Components
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
- DisplayName = Get Component
- DeterminesOutputType = Type
Gets actor component from globally registered systems world by its label.
This is a handy shortcut for
USystemsStatics::GetSystemsWorldand thenUSystemsWorld::ComponentRawon it.
Arguments
-
IdFName IdSystems world ID.
-
ActorAActor* ActorActor to search in.
-
Typeconst TSubclassOf<UActorComponent>& TypeType of component to search for.
-
WorldContextUObject* WorldContextWorld context object.
-
GetResourcepublic: template <class T> static T* GetResource( FName Id, UObject* WorldContext );
Gets resource from globally registered systems world by its label.
This is a handy template shortcut for
USystemsStatics::ResourceRaw.
Arguments
-
IdFName IdSystems world ID.
-
WorldContextUObject* WorldContextWorld context object.
-
-
GetResourceRawpublic: static UObject* GetResourceRaw( FName Id, const UClass* Type, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintPure
- Category = Systems|Resources
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
- DisplayName = Get Resource
- DeterminesOutputType = Type
Gets resource from globally registered systems world by its label.
This is a handy shortcut for
USystemsStatics::GetSystemsWorldand thenUSystemsWorld::ResourceRawon it.
Arguments
-
IdFName IdSystems world ID.
-
Typeconst UClass* TypeResource type user wants to get from global systems world.
-
WorldContextUObject* WorldContextWorld context object.
-
GetSystemsWorldpublic: static USystemsWorld* GetSystemsWorld( FName Id, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintPure
- Category = Systems|World
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
Gets globally registered systems world by its label.
Useful in places where we need to perform systems qorld query, but there is no systems world provided into the scope.
Arguments
-
IdFName IdSystems world ID.
-
WorldContextUObject* WorldContextWorld context object.
-
RemoveComponentpublic: static void RemoveComponent( UActorComponent* Component, UObject* WorldContext );
Reflection-enabled
Specifiers:
- BlueprintCallable
- Category = Systems|Components
Meta Specifiers:
- WorldContext = WorldContext
- UnsafeDuringActorConstruction = true
Tries to add component to global systems worlds.
Useful when creating proxy components that inherits from engine components to make them auto removed from global systems worlds on
EndPlay.
Arguments
-
ComponentUActorComponent* ComponentActor component to remove from global systems world.
-
WorldContextUObject* WorldContextWorld context object.
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