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UProceduralGameBPLib Class Reference

#include <ProceduralGameBPLib.h>

Inheritance diagram for UProceduralGameBPLib:

Static Private Member Functions

static FRandomStream * GetRandomSeedFromGame (const UObject *WorldContextObject)
 

Member Function Documentation

◆ GetRandomSeedFromGame()

FRandomStream * UProceduralGameBPLib::GetRandomSeedFromGame ( const UObject * WorldContextObject)
staticprivate
13{
14 TRACE_CPUPROFILER_EVENT_SCOPE(UProceduralGameBPLib::GetRandomSeedFromGame);
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 {
21 IProceduralGame* ProceduralGame = Cast<IProceduralGame>(Component);
22 if(ProceduralGame == nullptr){continue;}
23 UE_LOG(LogProceduralBP, Log, TEXT("UProceduralGameBPLib::GetRandomSeedFromGame ProceduralGame Passed"));
24 return &ProceduralGame->GetRandomStream();
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

The documentation for this class was generated from the following files: