Blueprint library with utility functions that could be helpful while developing blueprints with VisualU plugin.
More...
#include <VisualUBlueprintStatics.h>
|
static void | GetScenesData (TArray< FAssetData > &OutData) |
| Gathers asset data of all data tables based on FScenario.
|
|
Blueprint library with utility functions that could be helpful while developing blueprints with VisualU plugin.
◆ Choose()
bool UVisualUBlueprintStatics::Choose |
( |
UVisualController * | Controller, |
|
|
const UDataTable * | DataTable ) |
|
static |
Requests provided data table in the controller.
- Parameters
-
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 |
( |
TArray< FAssetData > & | OutData | ) |
|
|
staticprivate |
Gathers asset data of all data tables based on FScenario.
- Parameters
-
OutData | data of scene data tables |
◆ GetSpriteTexture()
UTexture2D * UVisualUBlueprintStatics::GetSpriteTexture |
( |
UPaperSprite * | Sprite | ) |
|
|
static |
- Parameters
-
Sprite | sprite to get texture from |
- Returns
- rendered texture of the sprite
◆ PrintScenesData()
void UVisualUBlueprintStatics::PrintScenesData |
( |
| ) |
|
|
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