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Simple Unreal Engine 4.x Plugin to make all Actor's that are belongs to the Viewport world to jump.
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. | |
#include "JumpWorldActors.h" | |
#define LOCTEXT_NAMESPACE "FJumpWorldActorsModule" | |
void FJumpWorldActorsModule::StartupModule() | |
{ | |
UE_LOG(LogTemp, Display, TEXT("JumpWorldActor Plugin Loaded!")); | |
FConsoleCommandDelegate Delegate; | |
Delegate.BindRaw(this, &FJumpWorldActorsModule::JumpWorld); | |
IConsoleManager::Get().RegisterConsoleCommand(TEXT("JumpWorld"), TEXT("Jump All Actors Inside World!"), Delegate); | |
} | |
void FJumpWorldActorsModule::ShutdownModule() | |
{ | |
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, | |
// we call this function before unloading the module. | |
} | |
void FJumpWorldActorsModule::JumpWorld() | |
{ | |
//1: Check if the GameViewport is not a bad pointer, else return | |
if (!GEditor->GameViewport) | |
return; | |
//Pointer to the character base class that hold Jump method | |
ACharacter* pCharacter = nullptr; | |
//Get the Viewport World | |
UWorld* pWorld = GEditor->GameViewport->GetWorld(); | |
for (TObjectIterator<AActor> Itr; Itr; ++Itr) | |
{ | |
AActor* FoundActor = *Itr; | |
//let's see if someone is ACharacter | |
pCharacter = Cast<ACharacter>(FoundActor); | |
if (!pCharacter) | |
continue; | |
if (pCharacter->GetWorld() != pWorld) | |
continue; | |
pCharacter->Jump(); | |
} | |
} | |
#undef LOCTEXT_NAMESPACE | |
IMPLEMENT_MODULE(FJumpWorldActorsModule, JumpWorldActors) |
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