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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
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32
dependencies/reboot/Project Reboot 3.0/GameplayStatics.h
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32
dependencies/reboot/Project Reboot 3.0/GameplayStatics.h
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#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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#include "EngineTypes.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 AActor* FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform);
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static AActor* BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined, AActor* Owner = nullptr);
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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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};
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