// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "RenderGridDeveloperLibrary.generated.h" class URenderGrid; class URenderGridBlueprint; UCLASS(meta=(ScriptName="RenderGridDeveloperLibrary")) class RENDERGRIDDEVELOPER_API URenderGridDeveloperLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** * Returns all render grid assets that currently exist in the project (on disk and in memory). * Will load the render grid assets in that are currently unloaded. * * This is a slow operation, so avoid doing this every tick. */ static TArray GetAllRenderGridBlueprintAssets(); /** * Returns all render grid assets that currently exist in the project (on disk and in memory). * Will load the render grid assets in that are currently unloaded. * * This is a slow operation, so avoid doing this every tick. */ UFUNCTION(BlueprintCallable, Category="Render Grid") static TArray GetAllRenderGridAssets(); /** * Returns the given render grid asset that exists at the given object path (whether it's on disk or in memory). * Will load the render grid asset if it's currently unloaded. * * This is a potentially slow operation, so avoid doing this every tick. */ static URenderGridBlueprint* GetRenderGridBlueprintAsset(const FString& ObjectPath); /** * Returns the given render grid asset that exists at the given object path (whether it's on disk or in memory). * Will load the render grid asset if it's currently unloaded. * * This is a potentially slow operation, so avoid doing this every tick. */ UFUNCTION(BlueprintCallable, Category="Render Grid") static URenderGrid* GetRenderGridAsset(const FString& ObjectPath); };