Class: USystemsStatics

class SYSTEMS_API USystemsStatics
    : public UBlueprintFunctionLibrary;

Reflection-enabled


Library of useful boilerplate-wrapping functions related to systems components.


Methods

  • AddComponent

    public:
    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

    • Component

      UActorComponent* Component
      

      Actor component to add to global systems world.

    • SystemsWorlds

      const TSet<FName>& SystemsWorlds
      

      List of global systems worlds given component should be registered into.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • AddComponentEverywhere

    public:
    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

    • Component

      UActorComponent* Component
      

      Actor component to add to global systems world.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • GetComponentRaw

    public:
    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::GetSystemsWorld and then USystemsWorld::ComponentRaw on it.


    Arguments

    • Id

      FName Id
      

      Systems world ID.

    • Actor

      AActor* Actor
      

      Actor to search in.

    • Type

      const TSubclassOf<UActorComponent>& Type
      

      Type of component to search for.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • GetResource

    public:
    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

    • Id

      FName Id
      

      Systems world ID.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • GetResourceRaw

    public:
    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::GetSystemsWorld and then USystemsWorld::ResourceRaw on it.


    Arguments

    • Id

      FName Id
      

      Systems world ID.

    • Type

      const UClass* Type
      

      Resource type user wants to get from global systems world.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • GetSystemsWorld

    public:
    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

    • Id

      FName Id
      

      Systems world ID.

    • WorldContext

      UObject* WorldContext
      

      World context object.

  • RemoveComponent

    public:
    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

    • Component

      UActorComponent* Component
      

      Actor component to remove from global systems world.

    • WorldContext

      UObject* WorldContext
      

      World context object.


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