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UnrealEngine/Engine/Plugins/Experimental/RenderGrid/Source/RenderGridDeveloper/Public/RenderGridDeveloperLibrary.h
2025-05-18 13:04:45 +08:00

55 lines
1.8 KiB
C++

// 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<URenderGridBlueprint*> 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<URenderGrid*> 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);
};