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 thenUSystemsWorld::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 thenUSystemsWorld::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.
Documentation built with Unreal-Doc
v1.0.8 tool by PsichiX