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PhantoBlueprintFunctionLibrary.h
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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "Containers/UnrealString.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Misc/Optional.h"
#include "Navigation/PathFollowingComponent.h"
#include "OculusXRSceneActor.h"
#include "PhantoBlueprintFunctionLibrary.generated.h"
UCLASS()
class PHANTO_API UPopulateSceneAsyncAction : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
AOculusXRSceneActor* SceneActor;
float CheckLoopTimeSeconds;
FTimerHandle TimerHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnScenePopulated);
UPROPERTY(BlueprintAssignable)
FOnScenePopulated OnScenePopulated;
virtual void Activate() override;
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor", meta = (BlueprintInternalUseOnly = "true"))
static UPopulateSceneAsyncAction* PopulateSceneAsync(AOculusXRSceneActor* SceneActor, float CheckLoopTimeSeconds);
};
/**
*
*/
UCLASS()
class PHANTO_API UPhantoBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure)
static FString Repeat(FString String, int Count);
UFUNCTION(BlueprintPure, meta = (DisplayName = "Angle Between (in Radians)", CompactNodeTitle = "Radians Between"), Category = "Math|Vector")
static double AngleBetweenRadians(FVector const& A, FVector const& B);
UFUNCTION(BlueprintPure, meta = (DisplayName = "Angle Between (in Degrees)", CompactNodeTitle = "Degrees Between"), Category = "Math|Vector")
static double AngleBetween(FVector const& A, FVector const& B);
UFUNCTION(BlueprintCallable, meta = (DeterminesOutputType="TargetClass", ExpandBoolAsExecs="IsValid", CompactNodeTitle = "Cast"), Category = "Utilities|Casting")
static UObject* DynamicCast(UObject* Object, TSubclassOf<UObject> TargetClass, bool & IsValid);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
static void SetLinkData(UNavLinkCustomComponent* NavLink, const FVector& RelativeStart, const FVector& RelativeEnd, ENavLinkDirection::Type Direction);
UFUNCTION(BlueprintPure, Category = "AI|Navigation")
static void GetLinkData(const UNavLinkCustomComponent* NavLink, FVector& LeftPt, FVector& RightPt, TEnumAsByte<ENavLinkDirection::Type>& Direction);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
static void SetCanEverAffectNavigation(UActorComponent* Component, bool bCanEverAffectNavigationData);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation", meta = (WorldContext = "WorldContextObject"))
static void RebuildAll(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation", meta = (WorldContext = "WorldContextObject"))
static void SetRebuildingSuspended(UObject* WorldContextObject, const bool bNewSuspend);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation", meta = (WorldContext = "WorldContextObject"))
static void ReleaseInitialBuildingLock(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
static void ConfigureNavigationSystemAsStatic(bool bIsStatic);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation", meta = (WorldContext = "WorldContextObject"))
static void SetNavigationRuntimeGenerationMode(UObject* WorldContextObject, ERuntimeGenerationType Mode);
UFUNCTION(BlueprintPure, Category = "AI|Navigation", meta = (WorldContext = "WorldContextObject"))
static ERuntimeGenerationType GetNavigationRuntimeGenerationMode(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, Category = "AI")
static void SetPreciseReachThreshold(UPathFollowingComponent* Component, float AgentRadiusMultiplier, float AgentHalfHeightMultiplier);
};