33 lines
1.7 KiB
C++
33 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UnrealFightingEngineBPLibrary.generated.h"
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/*
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* Function library class.
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* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
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*
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* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
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* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
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* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
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* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
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* Its lets you name the node using characters not allowed in C++ function names.
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* CompactNodeTitle - the word(s) that appear on the node.
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* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
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* Good example is "Print String" node which you can find also by using keyword "log".
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* Category - the category your node will be under in the Blueprint drop-down menu.
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*
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* For more info on custom blueprint nodes visit documentation:
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* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
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*/
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UCLASS()
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class UUnrealFightingEngineBPLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingEngine sample test testing"), Category = "UnrealFightingEngineTesting")
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static float UnrealFightingEngineSampleFunction(float Param);
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};
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