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