LEAP Documentation 40220
Documentation for the LEAP project
UProjectXGameplayStatics Class Reference

#include <ProjectXGameplayStatics.h>

Inheritance diagram for UProjectXGameplayStatics:

Static Public Member Functions

static UAdvancedUserWidgetFindOrCreateAdvancedUserWidget (const UObject *WorldContextObject, const TSubclassOf< class UAdvancedUserWidget > AdvancedUserWidget, const int32 ZOrder)
 
static UAdvancedUserWidgetGetCurrentlyOpenAdvancedUserWidget (const UObject *WorldContextObject)
 
static UAdvancedUserWidgetGetDeployScreenWidget (const UObject *WorldContextObject)
 
static UAdvancedUserWidgetGetLoadoutMenuWidget (const UObject *WorldContextObject)
 
static FString GetWidgetPath (const UWidget *Widget)
 
static UObject * GetDefaultObject (const UClass *Class)
 
static int64 GetUniqueID (const UObject *Object)
 
static void SetTimer (const UObject *WorldContextObject, FTimerDelegate const &InDelegate, const float Time, const bool bLoop=false)
 
static void GetSocketTransformRelativeToRoot (FName Socket, USkeletalMeshComponent *SkeletalMesh, FTransform &OutTransform)
 
static float SmoothStep (float A, float B, float X)
 
static float InverseLerp (float A, float B, float X, bool bClamped=true)
 
static FVector VRandRange (const FVector &A, const FVector &B)
 
static FVector2D VRandRange2D (const FVector2D &A, const FVector2D &B)
 
static FVector GetRandomPointInActorBounds (const AActor *Actor)
 
static FBox GetFBoxFromActorBounds (const AActor *Actor)
 
static bool GetValidSpawnLocationAroundTarget (const AProjectXPlayerState *TestInstigator, const AActor *TargetActor, FTransform &OutTransform, int SearchSteps=10, float DistanceFromTarget=1024.f, float UpwardsPlacementOffset=150.f)
 
static TArray< FVector > GetCameraFrustumPoints (const UCameraComponent *const Camera)
 
static void GetActorComponents (const UObject *WorldContextObject, const TSubclassOf< UActorComponent > TypeFilter, TArray< UActorComponent * > &Components)
 
static UTexture2D * GetPlayerAvatar (const FString &PlayerID)
 
static FString GetPlayerUserName (const FString &PlayerID)
 
static FString GetPlayerID (UPARAM(ref) FUniqueNetIdRepl &NetID)
 
static void CopyToClipboard (const FString &ToCopy)
 
static void SpaceText (UPARAM(ref) FText &Text)
 
static UMaterialInstance * GetPostProcessMaterial (class UPostProcessComponent *PostProcess, const int32 Index)
 
static UMaterialInstanceDynamic * GetPostProcessMaterialDynamic (UPostProcessComponent *PostProcess, const int32 Index)
 
static void SetPostProcessMaterialScalarParameter (UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, const float Value)
 
static void SetPostProcessMaterialVectorParameter (UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, const FLinearColor &Value)
 
static void SetPostProcessTextureParameter (UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, UTexture *const Texture)
 
static FLinearColor GetPostProcessMaterialVectorParameter (UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName)
 
static float GetPostProcessMaterialScalarParameter (UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName)
 
static void ModifyAmbientCubemapTint (APostProcessVolume *PostProcess, FLinearColor NewColor)
 
static void ModifyAmbientCubemapIntensity (APostProcessVolume *PostProcess, float NewValue)
 
static void CreatePoseableMeshFromMeshComponent (AActor *Owner, USceneComponent *RootComponent, EAttachmentRule AttachmentRules, const TArray< UMeshComponent * > &MeshComponents)
 
static void ScaleAnimationToTime (UAnimMontage *&Montage, const float Time)
 
static float GetScaledAnimationTime (const UAnimMontage *Montage, const float Time)
 
static float GetAudioComponentFloatParam (const UAudioComponent *Component, const FName ParamName)
 
static void MakeJSONStringFromString (FString &Output, const FString &FieldName, const FString &Entry)
 
static void MakeJSONStringFromInt (FString &Output, const FString &FieldName, int Entry)
 
static FName GetActionKeyName (const UObject *WorldContextObject, const FName ActionName, const float BindScale=0)
 
static UTexture2D * GetPlatformKeyIcon (const UObject *WorldContextObject, FName Keyname)
 
static UTexture2D * GetGamepadPlatformKeyIcon (const UObject *WorldContextObject, FName Keyname)
 
static void GetKeysForAction (UObject *WorldContextObject, FName ActionName, TArray< FInputActionKeyMapping > &Bindings)
 
static bool KeyMatchesAction (UObject *WorldContextObject, FName ActionName, const FKeyEvent &KeyEvent)
 
static FName GetActionForKey (UObject *WorldContextObject, const FKeyEvent &KeyEvent)
 
static bool SetFocusOnFirstFocuseableChild (class UUserWidget *Widget)
 
static bool IsUsingGamePad (const UObject *WorldContextObject)
 
static FName GetActionNameForKey (const FKey &Key)
 
static void OpenLevel (const UObject *WorldContextObject, FName LevelName, bool bAbsolute=true, FString Options=FString(TEXT("")))
 
static FString PXTimeSecondsToString (float InSeconds)
 
static void ClearAllTimersForObject (const UObject *Object)
 
static bool IsEditor ()
 
static int32 GetBuildVersion ()
 
static bool IsDevBuild ()
 
static bool IsReleaseBuild ()
 
static bool IsPatchBuild ()
 
static EBuildType GetBranchVersion ()
 
static bool IsShippingBuild ()
 
static bool IsConsolePlatform ()
 
static bool IsPS4 ()
 
static bool IsXboxOne ()
 
static void CleanupCharacterForServer (ACharacter *Character, bool bRemoveCharacterMesh=true)
 
static void AddOrUpdateBlendableOnTarget (AActor *Target, TScriptInterface< IBlendableInterface > InBlendableObject, float InWeight)
 
static void RemoveBlendableOnTarget (AActor *Target, TScriptInterface< IBlendableInterface > InBlendableObject)
 
static bool IsValidVersion (int VersionNumberIn, int BranchNumberIn)
 
static void GetAllAliveTargets (const UObject *WorldContextObject, TArray< AActor * > &TargetableActors, bool bTargetAllies=false)
 
static void GetTargetsInRadius (const UObject *WorldContextObject, const FVector &StartLocation, float Radius, TArray< AActor * > &Targets)
 
static FVector ResolveBlackboardKeySelectorToVector (struct FBlackboardKeySelector BlackboardKeySelector, const UBlackboardComponent *BlackboardComponent)
 
static bool IsPathable (const UObject *WorldContextObject, const FVector &EndPosition, const FVector &StartPosition, TSubclassOf< AActor > NavAgentClass)
 
static bool ProjectPointToNavigation (const UObject *WorldContextObject, FVector &Point, TSubclassOf< AActor > NavAgentClass, FVector Extents)
 
static bool GetClosestPointOnCollision (const AActor *Actor, const FVector &Point, const ECollisionChannel &Channel, FVector &ClosestPoint)
 
static bool GetClosestPointOnCollision (const AActor *Actor, const FVector &Point, const ECollisionChannel &Channel, FVector &ClosestPoint, UPrimitiveComponent **ClosestComponent)
 
static void AddDamageAffliction (AActor *Victim, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
static bool IsCDO (const UObject *const Object)
 
static FVector2D GetActorSizeOnScreen (APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)
 
static FVector2D GetActorSizeOnScreenProjection (APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)
 
static FVector2D GetActorScreenPercentage (APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)
 
static bool GetPenetrationAdjustment (UWorld const *World, AActor const *TestActor, UPrimitiveComponent const *PrimComp, FTransform const &TestWorldTransform, FVector &OutProposedAdjustment, const TArray< AActor * > &IgnoreActors)
 
static float ApplyRadialDamageSingle (AActor *Target, float BaseDamage, float MinimumDamage, const FVector &Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< class UDamageType > DamageTypeClass, AActor *DamageCauser, AController *InstigatedByController)
 
static FDamageEvent MakeDamageEventFromClass (TSubclassOf< UDamageType > DamageType)
 
static float PXApplyRadialDamageWithFalloff (const UObject *WorldContextObject, const class UWeaponInstance *WeaponInstance, float BaseDamage, float MinimumDamage, const FVector &Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< class UDamageType > DamageTypeClass, const TArray< AActor * > &IgnoreActors, TArray< AActor * > &OutHitActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, bool bActorsInRadiusAsIgnoredActors=true, bool bIgnoreAllies=false)
 
static bool ActorIsDamageableFrom (AActor *Victim, FVector const &Origin, const TArray< AActor * > &IgnoreActors, ECollisionChannel TraceChannel, FHitResult &OutHitResult, float MaxDistanceAllowed, UPrimitiveComponent *ClosestComponent=nullptr)
 
static void PlayLocalSound (const UObject *WorldContextObject, USoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, USoundConcurrency *ConcurrencySettings=nullptr, AActor *OwningActor=nullptr)
 
static void SortObjects (const TArray< UObject * > &InObjectArray, TArray< UObject * > &ObjectArray, FDelegateSortObject Condition)
 
static void GetAllObjectsImplementingInterface (const UObject *WorldContextObject, TSubclassOf< class UInterface > Interface, TArray< UObject * > &Objects)
 
static bool IsAnnouncerSpeaking (const UObject *WorldContextObject)
 
static void PlayAnnouncerVoice (const UObject *WorldContextObject, FString const VoiceToPlay)
 
template<class T >
static void GetAllObjectsImplementingInterface (const UObject *WorldContextObject, TArray< UObject * > &Objects)
 
template<typename TEnum >
static FString GetEnumValueToString (const FString &Name, TEnum Value)
 
template<typename TEnum >
static TEnum GetEnumValueFromString (const FString &Name, FString Value)
 
template<class T >
static bool HasEnumBitFlag (T Enum, int32 Data)
 
template<class T >
static T * FindOrSpawnSingleton (const UObject *WorldContextObject)
 
template<class T >
static void Shuffle (TArray< T > &Deck)
 
template<class T >
static T GetRandomArrayIndex (const TArray< T > &Array)
 
template<class T >
static void SetFlag (int32 &Mask, T Flag)
 
template<class T >
static void ClearFlag (int32 &Mask, T Flag)
 
template<class T >
static bool HasFlag (int32 &Mask, T Flag)
 

Member Function Documentation

◆ ActorIsDamageableFrom()

bool UProjectXGameplayStatics::ActorIsDamageableFrom ( AActor *  Victim,
FVector const &  Origin,
const TArray< AActor * > &  IgnoreActors,
ECollisionChannel  TraceChannel,
FHitResult &  OutHitResult,
float  MaxDistanceAllowed,
UPrimitiveComponent *  ClosestComponent = nullptr 
)
static

This has a similar purpose to WeaponInstance::IsValidTarget but it has different rules to check for target validity that's not entirely coupled to our gamelogic. It follows UGameplayStatics::ApplyRadialDamage's structure from ComponentIsDamageableFrom but uses actors instead of components

◆ AddDamageAffliction()

void UProjectXGameplayStatics::AddDamageAffliction ( AActor *  Victim,
struct FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser 
)
static

◆ AddOrUpdateBlendableOnTarget()

void UProjectXGameplayStatics::AddOrUpdateBlendableOnTarget ( AActor *  Target,
TScriptInterface< IBlendableInterface >  InBlendableObject,
float  InWeight 
)
static

◆ ApplyRadialDamageSingle()

float UProjectXGameplayStatics::ApplyRadialDamageSingle ( AActor *  Target,
float  BaseDamage,
float  MinimumDamage,
const FVector &  Origin,
float  DamageInnerRadius,
float  DamageOuterRadius,
float  DamageFalloff,
TSubclassOf< class UDamageType >  DamageTypeClass,
AActor *  DamageCauser,
AController *  InstigatedByController 
)
static

◆ CleanupCharacterForServer()

void UProjectXGameplayStatics::CleanupCharacterForServer ( ACharacter *  Character,
bool  bRemoveCharacterMesh = true 
)
static

◆ ClearAllTimersForObject()

void UProjectXGameplayStatics::ClearAllTimersForObject ( const UObject *  Object)
static

◆ ClearFlag()

template<class T >
static void UProjectXGameplayStatics::ClearFlag ( int32 &  Mask,
Flag 
)
inlinestatic

◆ CopyToClipboard()

void UProjectXGameplayStatics::CopyToClipboard ( const FString &  ToCopy)
static

◆ CreatePoseableMeshFromMeshComponent()

void UProjectXGameplayStatics::CreatePoseableMeshFromMeshComponent ( AActor *  Owner,
USceneComponent *  RootComponent,
EAttachmentRule  AttachmentRules,
const TArray< UMeshComponent * > &  MeshComponents 
)
static

◆ FindOrCreateAdvancedUserWidget()

UAdvancedUserWidget * UProjectXGameplayStatics::FindOrCreateAdvancedUserWidget ( const UObject *  WorldContextObject,
const TSubclassOf< class UAdvancedUserWidget AdvancedUserWidget,
const int32  ZOrder 
)
static

◆ FindOrSpawnSingleton()

template<class T >
static T * UProjectXGameplayStatics::FindOrSpawnSingleton ( const UObject *  WorldContextObject)
inlinestatic

◆ GetActionForKey()

FName UProjectXGameplayStatics::GetActionForKey ( UObject *  WorldContextObject,
const FKeyEvent &  KeyEvent 
)
static

◆ GetActionKeyName()

FName UProjectXGameplayStatics::GetActionKeyName ( const UObject *  WorldContextObject,
const FName  ActionName,
const float  BindScale = 0 
)
static

◆ GetActionNameForKey()

FName UProjectXGameplayStatics::GetActionNameForKey ( const FKey &  Key)
static

◆ GetActorComponents()

void UProjectXGameplayStatics::GetActorComponents ( const UObject *  WorldContextObject,
const TSubclassOf< UActorComponent >  TypeFilter,
TArray< UActorComponent * > &  Components 
)
static

◆ GetActorScreenPercentage()

FVector2D UProjectXGameplayStatics::GetActorScreenPercentage ( APlayerController *  PlayerController,
AActor *  Actor,
bool  bOnlyCollidingComponents,
bool  bIgnoreQueryOnlyComponents = false 
)
static

◆ GetActorSizeOnScreen()

FVector2D UProjectXGameplayStatics::GetActorSizeOnScreen ( APlayerController *  PlayerController,
AActor *  Actor,
bool  bOnlyCollidingComponents,
bool  bIgnoreQueryOnlyComponents = false 
)
static

◆ GetActorSizeOnScreenProjection()

FVector2D UProjectXGameplayStatics::GetActorSizeOnScreenProjection ( APlayerController *  PlayerController,
AActor *  Actor,
bool  bOnlyCollidingComponents,
bool  bIgnoreQueryOnlyComponents = false 
)
static

◆ GetAllAliveTargets()

void UProjectXGameplayStatics::GetAllAliveTargets ( const UObject *  WorldContextObject,
TArray< AActor * > &  TargetableActors,
bool  bTargetAllies = false 
)
static

◆ GetAllObjectsImplementingInterface() [1/2]

template<class T >
static void UProjectXGameplayStatics::GetAllObjectsImplementingInterface ( const UObject *  WorldContextObject,
TArray< UObject * > &  Objects 
)
inlinestatic

◆ GetAllObjectsImplementingInterface() [2/2]

static void UProjectXGameplayStatics::GetAllObjectsImplementingInterface ( const UObject *  WorldContextObject,
TSubclassOf< class UInterface >  Interface,
TArray< UObject * > &  Objects 
)
static

◆ GetAudioComponentFloatParam()

float UProjectXGameplayStatics::GetAudioComponentFloatParam ( const UAudioComponent *  Component,
const FName  ParamName 
)
static

◆ GetBranchVersion()

static EBuildType UProjectXGameplayStatics::GetBranchVersion ( )
inlinestatic

◆ GetBuildVersion()

static int32 UProjectXGameplayStatics::GetBuildVersion ( )
inlinestatic

◆ GetCameraFrustumPoints()

TArray< FVector > UProjectXGameplayStatics::GetCameraFrustumPoints ( const UCameraComponent *const  Camera)
static

◆ GetClosestPointOnCollision() [1/2]

bool UProjectXGameplayStatics::GetClosestPointOnCollision ( const AActor *  Actor,
const FVector &  Point,
const ECollisionChannel &  Channel,
FVector &  ClosestPoint 
)
static

Gets the closest point on collision of an actor.

Parameters
Actor
PointPoint to test against the components of the specified actor
ChannelCollision channel that the components must block to be considered for this test
ClosestPointThe closest point to the provided point on this actor's collision
Returns
Whether or not this test succeeded

◆ GetClosestPointOnCollision() [2/2]

bool UProjectXGameplayStatics::GetClosestPointOnCollision ( const AActor *  Actor,
const FVector &  Point,
const ECollisionChannel &  Channel,
FVector &  ClosestPoint,
UPrimitiveComponent **  ClosestComponent 
)
static

◆ GetCurrentlyOpenAdvancedUserWidget()

UAdvancedUserWidget * UProjectXGameplayStatics::GetCurrentlyOpenAdvancedUserWidget ( const UObject *  WorldContextObject)
static

◆ GetDefaultObject()

UObject * UProjectXGameplayStatics::GetDefaultObject ( const UClass *  Class)
static

◆ GetDeployScreenWidget()

UAdvancedUserWidget * UProjectXGameplayStatics::GetDeployScreenWidget ( const UObject *  WorldContextObject)
static

◆ GetEnumValueFromString()

template<typename TEnum >
static TEnum UProjectXGameplayStatics::GetEnumValueFromString ( const FString &  Name,
FString  Value 
)
inlinestatic

◆ GetEnumValueToString()

template<typename TEnum >
static FString UProjectXGameplayStatics::GetEnumValueToString ( const FString &  Name,
TEnum  Value 
)
inlinestatic

◆ GetFBoxFromActorBounds()

FBox UProjectXGameplayStatics::GetFBoxFromActorBounds ( const AActor *  Actor)
static

◆ GetGamepadPlatformKeyIcon()

UTexture2D * UProjectXGameplayStatics::GetGamepadPlatformKeyIcon ( const UObject *  WorldContextObject,
FName  Keyname 
)
static

◆ GetKeysForAction()

void UProjectXGameplayStatics::GetKeysForAction ( UObject *  WorldContextObject,
FName  ActionName,
TArray< FInputActionKeyMapping > &  Bindings 
)
static

◆ GetLoadoutMenuWidget()

UAdvancedUserWidget * UProjectXGameplayStatics::GetLoadoutMenuWidget ( const UObject *  WorldContextObject)
static

◆ GetPenetrationAdjustment()

bool UProjectXGameplayStatics::GetPenetrationAdjustment ( UWorld const *  World,
AActor const *  TestActor,
UPrimitiveComponent const *  PrimComp,
FTransform const &  TestWorldTransform,
FVector &  OutProposedAdjustment,
const TArray< AActor * > &  IgnoreActors 
)
static

◆ GetPlatformKeyIcon()

UTexture2D * UProjectXGameplayStatics::GetPlatformKeyIcon ( const UObject *  WorldContextObject,
FName  Keyname 
)
static

◆ GetPlayerAvatar()

UTexture2D * UProjectXGameplayStatics::GetPlayerAvatar ( const FString &  PlayerID)
static

◆ GetPlayerID()

FString UProjectXGameplayStatics::GetPlayerID ( UPARAM(ref) FUniqueNetIdRepl &  NetID)
static

◆ GetPlayerUserName()

FString UProjectXGameplayStatics::GetPlayerUserName ( const FString &  PlayerID)
static

◆ GetPostProcessMaterial()

UMaterialInstance * UProjectXGameplayStatics::GetPostProcessMaterial ( class UPostProcessComponent *  PostProcess,
const int32  Index 
)
static

◆ GetPostProcessMaterialDynamic()

UMaterialInstanceDynamic * UProjectXGameplayStatics::GetPostProcessMaterialDynamic ( UPostProcessComponent *  PostProcess,
const int32  Index 
)
static

◆ GetPostProcessMaterialScalarParameter()

float UProjectXGameplayStatics::GetPostProcessMaterialScalarParameter ( UPostProcessComponent *  PostProcess,
const int32  Index,
const FName &  ParamName 
)
static

◆ GetPostProcessMaterialVectorParameter()

FLinearColor UProjectXGameplayStatics::GetPostProcessMaterialVectorParameter ( UPostProcessComponent *  PostProcess,
const int32  Index,
const FName &  ParamName 
)
static

◆ GetRandomArrayIndex()

template<class T >
static T UProjectXGameplayStatics::GetRandomArrayIndex ( const TArray< T > &  Array)
inlinestatic

◆ GetRandomPointInActorBounds()

FVector UProjectXGameplayStatics::GetRandomPointInActorBounds ( const AActor *  Actor)
static

◆ GetScaledAnimationTime()

float UProjectXGameplayStatics::GetScaledAnimationTime ( const UAnimMontage *  Montage,
const float  Time 
)
static

◆ GetSocketTransformRelativeToRoot()

void UProjectXGameplayStatics::GetSocketTransformRelativeToRoot ( FName  Socket,
USkeletalMeshComponent *  SkeletalMesh,
FTransform &  OutTransform 
)
static

◆ GetTargetsInRadius()

void UProjectXGameplayStatics::GetTargetsInRadius ( const UObject *  WorldContextObject,
const FVector &  StartLocation,
float  Radius,
TArray< AActor * > &  Targets 
)
static

◆ GetUniqueID()

static int64 UProjectXGameplayStatics::GetUniqueID ( const UObject *  Object)
inlinestatic

◆ GetValidSpawnLocationAroundTarget()

bool UProjectXGameplayStatics::GetValidSpawnLocationAroundTarget ( const AProjectXPlayerState TestInstigator,
const AActor *  TargetActor,
FTransform &  OutTransform,
int  SearchSteps = 10,
float  DistanceFromTarget = 1024.f,
float  UpwardsPlacementOffset = 150.f 
)
static

◆ GetWidgetPath()

FString UProjectXGameplayStatics::GetWidgetPath ( const UWidget *  Widget)
static

◆ HasEnumBitFlag()

template<class T >
static bool UProjectXGameplayStatics::HasEnumBitFlag ( Enum,
int32  Data 
)
inlinestatic

◆ HasFlag()

template<class T >
static bool UProjectXGameplayStatics::HasFlag ( int32 &  Mask,
Flag 
)
inlinestatic

◆ InverseLerp()

float UProjectXGameplayStatics::InverseLerp ( float  A,
float  B,
float  X,
bool  bClamped = true 
)
static

◆ IsAnnouncerSpeaking()

bool UProjectXGameplayStatics::IsAnnouncerSpeaking ( const UObject *  WorldContextObject)
static

◆ IsCDO()

static bool UProjectXGameplayStatics::IsCDO ( const UObject *const  Object)
inlinestatic

◆ IsConsolePlatform()

static bool UProjectXGameplayStatics::IsConsolePlatform ( )
inlinestatic

◆ IsDevBuild()

static bool UProjectXGameplayStatics::IsDevBuild ( )
inlinestatic

◆ IsEditor()

static bool UProjectXGameplayStatics::IsEditor ( )
inlinestatic

◆ IsPatchBuild()

static bool UProjectXGameplayStatics::IsPatchBuild ( )
inlinestatic

◆ IsPathable()

bool UProjectXGameplayStatics::IsPathable ( const UObject *  WorldContextObject,
const FVector &  EndPosition,
const FVector &  StartPosition,
TSubclassOf< AActor >  NavAgentClass 
)
static

◆ IsPS4()

static bool UProjectXGameplayStatics::IsPS4 ( )
inlinestatic

◆ IsReleaseBuild()

static bool UProjectXGameplayStatics::IsReleaseBuild ( )
inlinestatic

◆ IsShippingBuild()

static bool UProjectXGameplayStatics::IsShippingBuild ( )
inlinestatic

◆ IsUsingGamePad()

bool UProjectXGameplayStatics::IsUsingGamePad ( const UObject *  WorldContextObject)
static

◆ IsValidVersion()

bool UProjectXGameplayStatics::IsValidVersion ( int  VersionNumberIn,
int  BranchNumberIn 
)
static

◆ IsXboxOne()

static bool UProjectXGameplayStatics::IsXboxOne ( )
inlinestatic

◆ KeyMatchesAction()

bool UProjectXGameplayStatics::KeyMatchesAction ( UObject *  WorldContextObject,
FName  ActionName,
const FKeyEvent &  KeyEvent 
)
static

◆ MakeDamageEventFromClass()

FDamageEvent UProjectXGameplayStatics::MakeDamageEventFromClass ( TSubclassOf< UDamageType >  DamageType)
static

◆ MakeJSONStringFromInt()

void UProjectXGameplayStatics::MakeJSONStringFromInt ( FString &  Output,
const FString &  FieldName,
int  Entry 
)
static

◆ MakeJSONStringFromString()

void UProjectXGameplayStatics::MakeJSONStringFromString ( FString &  Output,
const FString &  FieldName,
const FString &  Entry 
)
static

◆ ModifyAmbientCubemapIntensity()

void UProjectXGameplayStatics::ModifyAmbientCubemapIntensity ( APostProcessVolume *  PostProcess,
float  NewValue 
)
static

◆ ModifyAmbientCubemapTint()

void UProjectXGameplayStatics::ModifyAmbientCubemapTint ( APostProcessVolume *  PostProcess,
FLinearColor  NewColor 
)
static

◆ OpenLevel()

void UProjectXGameplayStatics::OpenLevel ( const UObject *  WorldContextObject,
FName  LevelName,
bool  bAbsolute = true,
FString  Options = FString(TEXT("")) 
)
static

◆ PlayAnnouncerVoice()

void UProjectXGameplayStatics::PlayAnnouncerVoice ( const UObject *  WorldContextObject,
FString const  VoiceToPlay 
)
static

◆ PlayLocalSound()

void UProjectXGameplayStatics::PlayLocalSound ( const UObject *  WorldContextObject,
USoundBase *  Sound,
float  VolumeMultiplier = 1.f,
float  PitchMultiplier = 1.f,
float  StartTime = 0.f,
USoundConcurrency *  ConcurrencySettings = nullptr,
AActor *  OwningActor = nullptr 
)
static

◆ ProjectPointToNavigation()

bool UProjectXGameplayStatics::ProjectPointToNavigation ( const UObject *  WorldContextObject,
FVector &  Point,
TSubclassOf< AActor >  NavAgentClass,
FVector  Extents 
)
static

◆ PXApplyRadialDamageWithFalloff()

float UProjectXGameplayStatics::PXApplyRadialDamageWithFalloff ( const UObject *  WorldContextObject,
const class UWeaponInstance WeaponInstance,
float  BaseDamage,
float  MinimumDamage,
const FVector &  Origin,
float  DamageInnerRadius,
float  DamageOuterRadius,
float  DamageFalloff,
TSubclassOf< class UDamageType >  DamageTypeClass,
const TArray< AActor * > &  IgnoreActors,
TArray< AActor * > &  OutHitActors,
AActor *  DamageCauser,
AController *  InstigatedByController,
ECollisionChannel  DamagePreventionChannel,
bool  bActorsInRadiusAsIgnoredActors = true,
bool  bIgnoreAllies = false 
)
static

◆ PXTimeSecondsToString()

FString UProjectXGameplayStatics::PXTimeSecondsToString ( float  InSeconds)
static

Convert a number of seconds into minutes:seconds format string

Returns
A new string built from the seconds parameter

◆ RemoveBlendableOnTarget()

void UProjectXGameplayStatics::RemoveBlendableOnTarget ( AActor *  Target,
TScriptInterface< IBlendableInterface >  InBlendableObject 
)
static

◆ ResolveBlackboardKeySelectorToVector()

FVector UProjectXGameplayStatics::ResolveBlackboardKeySelectorToVector ( struct FBlackboardKeySelector  BlackboardKeySelector,
const UBlackboardComponent *  BlackboardComponent 
)
static

◆ ScaleAnimationToTime()

void UProjectXGameplayStatics::ScaleAnimationToTime ( UAnimMontage *&  Montage,
const float  Time 
)
static

◆ SetFlag()

template<class T >
static void UProjectXGameplayStatics::SetFlag ( int32 &  Mask,
Flag 
)
inlinestatic

◆ SetFocusOnFirstFocuseableChild()

bool UProjectXGameplayStatics::SetFocusOnFirstFocuseableChild ( class UUserWidget *  Widget)
static

◆ SetPostProcessMaterialScalarParameter()

void UProjectXGameplayStatics::SetPostProcessMaterialScalarParameter ( UPostProcessComponent *  PostProcess,
const int32  Index,
const FName &  ParamName,
const float  Value 
)
static

◆ SetPostProcessMaterialVectorParameter()

void UProjectXGameplayStatics::SetPostProcessMaterialVectorParameter ( UPostProcessComponent *  PostProcess,
const int32  Index,
const FName &  ParamName,
const FLinearColor &  Value 
)
static

◆ SetPostProcessTextureParameter()

void UProjectXGameplayStatics::SetPostProcessTextureParameter ( UPostProcessComponent *  PostProcess,
const int32  Index,
const FName &  ParamName,
UTexture *const  Texture 
)
static

◆ SetTimer()

void UProjectXGameplayStatics::SetTimer ( const UObject *  WorldContextObject,
FTimerDelegate const &  InDelegate,
const float  Time,
const bool  bLoop = false 
)
static

◆ Shuffle()

template<class T >
static void UProjectXGameplayStatics::Shuffle ( TArray< T > &  Deck)
inlinestatic

◆ SmoothStep()

float UProjectXGameplayStatics::SmoothStep ( float  A,
float  B,
float  X 
)
static

◆ SortObjects()

void UProjectXGameplayStatics::SortObjects ( const TArray< UObject * > &  InObjectArray,
TArray< UObject * > &  ObjectArray,
FDelegateSortObject  Condition 
)
static

◆ SpaceText()

void UProjectXGameplayStatics::SpaceText ( UPARAM(ref) FText &  Text)
static

◆ VRandRange()

FVector UProjectXGameplayStatics::VRandRange ( const FVector &  A,
const FVector &  B 
)
static

◆ VRandRange2D()

FVector2D UProjectXGameplayStatics::VRandRange2D ( const FVector2D &  A,
const FVector2D &  B 
)
static

The documentation for this class was generated from the following files: