Class UUxtFunctionLibrary
Library of utility functions for UX Tools.
Inheritance
System::Object
UBlueprintFunctionLibrary
UUxtFunctionLibrary
Namespace:
Assembly: .dll
Syntax
public: class UUxtFunctionLibrary
Fields
| Improve this Doc View SourcebUseTestData
When true, the methods in this class will use test data. Intended for tests and internal usage only.
Declaration
public: static bool bUseTestData= false
Field Value
Type | Description |
---|---|
bool |
TestHeadPose
When bUseTestData is true, GetHeadPose will return this transform.
Declaration
public: static FTransform TestHeadPose= FTransform::Identity
Field Value
Type | Description |
---|---|
FTransform |
Methods
| Improve this Doc View SourceGetHeadPose(UObject *WorldContextObject)
Returns the world space position and orientation of the head.
Declaration
public: static FTransform GetHeadPose(UObject *WorldContextObject)
Parameters
Type | Name | Description |
---|---|---|
UObject * | WorldContextObject |
Returns
Type | Description |
---|---|
FTransform |
GetSceneComponentFromReference(const FComponentReference &ComponentRef, AActor *Owner)
Returns the scene component the passed component reference is pointing to if there is any - else will return nullptr.
Replicates FComponentReference::GetComponent() functionality, except it does not use FProperty to detect components. This allows it to detect components not contained in a blueprint.
Declaration
public: static USceneComponent * GetSceneComponentFromReference(const FComponentReference &ComponentRef, AActor *Owner)
Parameters
Type | Name | Description |
---|---|---|
const FComponentReference & | ComponentRef | |
AActor * | Owner |
Returns
Type | Description |
---|---|
USceneComponent * |
IsInEditor()
Returns true if we are running in editor (not game mode or VR preview).
Declaration
public: static bool IsInEditor()
Returns
Type | Description |
---|---|
bool |