Blueprint library with utility functions that could be helpful while developing blueprints with VisualU plugin.
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#include <VisualUBlueprintStatics.h>
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| static void | GetScenesData (TArray< FAssetData > &OutData) |
| | Gathers asset data of all data tables based on FScenario.
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Blueprint library with utility functions that could be helpful while developing blueprints with VisualU plugin.
◆ Choose()
| bool UVisualUBlueprintStatics::Choose |
( |
UVisualController * | Controller, |
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const UDataTable * | DataTable ) |
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static |
Requests provided data table in the controller.
- Parameters
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| Controller | controller that will request provided data table |
| DataTable | new controller node |
- Returns
- result of data table request
- See also
- UVisualController::RequestNode()
◆ GetScenesData()
| void UVisualUBlueprintStatics::GetScenesData |
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TArray< FAssetData > & | OutData | ) |
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staticprivate |
Gathers asset data of all data tables based on FScenario.
- Parameters
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| OutData | data of scene data tables |
◆ GetSpriteTexture()
| UTexture2D * UVisualUBlueprintStatics::GetSpriteTexture |
( |
UPaperSprite * | Sprite | ) |
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static |
- Parameters
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| Sprite | sprite to get texture from |
- Returns
- rendered texture of the sprite
◆ PrintScenesData()
| void UVisualUBlueprintStatics::PrintScenesData |
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| ) |
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static |
Development only.
Outputs a friendly representation of scene asset data to the log.
The documentation for this class was generated from the following files:
- VisualUBlueprintStatics.h
- VisualUBlueprintStatics.cpp