13{
15 if(WorldContextObject == nullptr){UE_LOG(LogProceduralBP, Display, TEXT("UProceduralGameBPLib::GetRandomSeedFromGame World FAILED"));return nullptr;}
16 const AGameStateBase* GameStateBase = UGameplayStatics::GetGameState(WorldContextObject);
17 if(GameStateBase ==
nullptr){UE_LOG(LogProceduralBP,
Warning, TEXT(
"UProceduralGameBPLib::GetRandomSeedFromGame GameStateBase"));
return nullptr;}
18 TArray<UActorComponent*> Components = GameStateBase->GetComponentsByInterface(UProceduralGame::StaticClass());
19 for(const auto& Component : Components)
20 {
22 if(ProceduralGame == nullptr){continue;}
23 UE_LOG(LogProceduralBP, Log, TEXT("UProceduralGameBPLib::GetRandomSeedFromGame ProceduralGame Passed"));
25 }
26 UE_LOG(LogProceduralBP,
Warning, TEXT(
"UProceduralGameBPLib::GetRandomSeedFromGame IProceduralGame"));
27 return nullptr;
28}
Definition ProceduralGame.h:20
virtual FRandomStream & GetRandomStream()=0
static FRandomStream * GetRandomSeedFromGame(const UObject *WorldContextObject)
Definition ProceduralGameBPLib.cpp:12