Space Plunder
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ProceduralBPLib.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Data/DungeonData.h"
7#include "Kismet/BlueprintFunctionLibrary.h"
8#include "ProceduralBPLib.generated.h"
9
10DECLARE_LOG_CATEGORY_EXTERN(LogDungeonBPLib, Display, All);
11
12
16UCLASS()
17class PROCEDURALDUNGEONS_API UProceduralBPLib : public UBlueprintFunctionLibrary
18{
19 GENERATED_BODY()
20
21public:
22
23 // UFUNCTION(BlueprintCallable, Category="Dungeon", meta=(WorldContext="WorldContextObject"))
24 static FRandomStream* GetRandomSeed(const UObject* WorldContextObject);
25
27 static FDungeonSpecialItem* GetRandomSpecialItem(TArray<FDungeonSpecialItem>& Array);
28 static FDungeonSpecialItem* GetRandomSpecialItemFromStream(TArray<FDungeonSpecialItem>& Array, const FRandomStream& Stream);
29
31 UFUNCTION(BlueprintCallable, Category = "Dungeon")
32 static USceneComponent* GetRandomSceneComponent(const TArray<USceneComponent*>& Array);
33 UFUNCTION(BlueprintCallable, Category = "Dungeon")
34 static USceneComponent* GetRandomSceneComponentFromStream(const TArray<USceneComponent*>& Array, const FRandomStream& Stream);
35
37 UFUNCTION(BlueprintCallable, Category="Dungeon")
38 static UClass* GetRandomClass(const TArray<TSubclassOf<AActor>>& Array);
40 UFUNCTION(BlueprintCallable, Category="Dungeon")
41 static UClass* GetRandomClassFromStream(const TArray<TSubclassOf<AActor>>& Array, const FRandomStream& Stream);
42
43 UFUNCTION(BlueprintCallable, Category="Dungeon")
44 static void AddWeightsToArray(TArray<TSubclassOf<AActor>>& Array, const TArray<int32>& Weights);
45
46
47
48};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
DECLARE_LOG_CATEGORY_EXTERN(LogDungeonBPLib, Display, All)
Definition ProceduralBPLib.h:18
Definition DungeonData.h:29