mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 19:02:21 +01:00
fix some levels not streaming in, add unvaulting & showdown event (unvaulting levels after event don't really work), fixed some crashes.
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
#pragma once
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#include "Object.h"
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#include "Array.h"
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#include "Actor.h"
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#include "LatentActionManager.h"
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class UGameplayStatics : public UObject
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{
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public:
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static TArray<AActor*> GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass);
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static float GetTimeSeconds(UObject* WorldContextObject);
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static UObject* SpawnObject(UClass* ObjectClass, UObject* Outer);
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template <typename ObjectType>
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static ObjectType* SpawnObject(UClass* ObjectClass, UObject* Outer, bool bCheckType)
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{
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auto Object = SpawnObject(ObjectClass, Outer);
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return bCheckType ? Cast<ObjectType>(Object) : (ObjectType*)Object;
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}
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// static void OpenLevel(UObject* WorldContextObject, FName LevelName, bool bAbsolute, const FString& Options);
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static void RemovePlayer(class APlayerController* Player, bool bDestroyPawn);
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static void LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo);
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static void UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload);
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static UClass* StaticClass();
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}; |