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