// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "DirectLinkEndpoint.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "DirectLinkTestLibrary.generated.h" UCLASS() class UDirectLinkTestLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool TestParameters(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool StartReceiver(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool SetupReceiver(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool StopReceiver(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool StartSender(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool SetupSender(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool StopSender(); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool SendScene(const FString& InFilePath); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool DumpReceivedScene(); //////////////////////////////////////////////////////////////////// // Endpoint section public: UFUNCTION(BlueprintCallable, Category = "DirectLink") static int MakeEndpoint(const FString& NiceName, bool bVerbose=true); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool DeleteEndpoint(int32 EndpointId); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool AddPublicSource(int32 EndpointId, FString SourceName); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool AddPublicDestination(int32 EndpointId, FString DestName); UFUNCTION(BlueprintCallable, Category = "DirectLink") static bool DeleteAllEndpoint(); //////////////////////////////////////////////////////////////////// };