Created
May 19, 2020 09:13
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/*/ | |
// | |
InputComponent->BindAction("Button", IE_Pressed, this, &Class::Function); | |
// | |
InputComponent->BindAxis("InputAxis", this, &Class::Function); | |
// | |
AMyClass* MyCastActor = Cast<AMyClass>(MyActor); | |
// | |
UCLASS() | |
class PROJECTNAME_API ClassName : public ParentClass | |
{ | |
GENERATED_BODY() | |
public: | |
ClassName(); | |
protected: | |
private: | |
}; | |
// | |
ObjectName = CreateDefaultSubobject<ObjectClass>(TEXT("ObjectName")); | |
// | |
UENUM(BlueprintType) | |
enum class EName : uint8 | |
{ | |
N_Name1 UMETA(DisplayName="DisplayName") | |
}; | |
// | |
UFUNCTION() | |
// | |
UFUNCTION(Client, Unreliable) | |
void FunctionName(FunctionParameters); | |
// | |
UFUNCTION(NetMulticast, Reliable, WithValidation) | |
void FunctionName(FunctionParameters); | |
// | |
UFUNCTION(Server, Reliable, WithValidation) | |
void FunctionName(FunctionParameters); | |
// | |
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AClass::StaticClass(), ActorArray); | |
// | |
GameModeClass* gm = GetWorld()->GetAuthGameMode<GameModeClass>(); | |
// | |
void ClassName::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
{ | |
Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
//DON'T FORGET TO #include "Net/UnrealNetwork.h" | |
DOREPLIFETIME(ClassName, ClassProperty); | |
} | |
// | |
UWorld* World = GetWorld(); | |
if(World) | |
{ | |
} | |
// | |
GetWorld()->LineTraceMultiByChannel(HitsArray, Start, End, ECC_Visibility, TraceParams); | |
// | |
GetWorld()->LineTraceMultiByObjectType(HitsArray, Start, End, ObjectQueryParams, TraceParams); | |
// | |
GetWorld()->LineTraceMultiByProfile(HitsArray, Start, End, "ProfileName", TraceParams); | |
// | |
GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, TraceParams); | |
// | |
GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjectQueryParams, TraceParams); | |
// | |
GetWorld()->LineTraceSingleByProfile(Hit, Start, End, "ProfileName", TraceParams); | |
// | |
UE_LOG(LogTemp, Display, TEXT("Your message")); | |
// | |
GetWorld()->OverlapMultiByChannel(OverlapsArray, Location, FQuat::Identity, ECC_Visibility, FCollisionShape::MakeSphere(Radius), TraceParams); | |
// | |
GetWorld()->OverlapMultiByObjectType(OverlapsArray, Location, FQuat::Identity, ObjectQueryParams, FCollisionShape::MakeSphere(Radius), TraceParams); | |
// | |
GetWorld()->OverlapMultiByProfile(OverlapsArray, Location, FQuat::Identity, "ProfileName", FCollisionShape::MakeSphere(Radius), TraceParams); | |
// | |
UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime); | |
// | |
UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation); | |
// | |
UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime); | |
// | |
UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation); | |
// | |
UGameplayStatics::PlaySound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, Owner); | |
// | |
UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, Owner); | |
// | |
GEngine->AddOnScreenDebugMessage(0, 0.f, FColor::Red, FString::Printf(TEXT("TEXT"))); | |
// | |
UPROPERTY() | |
// | |
UMySaveGame* Instance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass())); | |
// | |
UMySaveGame* Instance = Cast<UMySaveGame>(UGameplayStatics::LoadGameFromSlot(SaveSlotName, UserIndex)); | |
// | |
UGameplayStatics::SaveGameToSlot(Instance, SaveSlotName, UserIndex); | |
// | |
void ClassName::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
{ | |
Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
//DON'T FORGET TO #include "Net/UnrealNetwork.h" | |
DOREPLIFETIME(ClassName, ClassProperty); | |
} | |
// | |
AClass* ActorName = GetWorld()->SpawnActor<AClass>(UClass, Location, Rotation); | |
// | |
AClass* ActorName = GetWorld()->SpawnActorDeferred<AClass>(UClass, ActorTransform, Owner, Instigator, ESpawnActorCollisionHandlingMethod::AlwaysSpawn); | |
/* INITIALIZATION */ | |
UGameplayStatics::FinishSpawningActor(ActorName, ActorTransform); | |
// | |
UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAttached(GetWorld(), DecalMaterialInterface, Size, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, lifeSpan); | |
// | |
UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), DecalMaterialInterface, Size, Location, Rotation, lifeSpan); | |
// | |
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime, bAutoDestroy); | |
// | |
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAttached(GetWorld(), DialogWave, DialogContext, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy); | |
// | |
UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy); | |
// | |
// | |
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy); | |
// | |
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy); | |
// | |
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy); | |
// | |
UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy); | |
// | |
UAudioComponent* MySound = UGameplayStatics::SpawnSound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, bPersistentAcrossLevelTransition, bAutoDestroy); | |
// | |
UAudioComponent* MySound = UGameplayStatics::SpawnSoundAttached(SoundBase, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultipler, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy); | |
// | |
UAudioComponent* MySound = UGameplayStatics::SpawnSoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy); | |
// | |
USTRUCT(BlueprintType) | |
struct FMyStruct | |
{ | |
GENERATED_USTRUCT_BODY() | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory) | |
float test; | |
}; | |
// | |
USTRUCT(BlueprintType) | |
struct FMyStruct : public FTableRowBase | |
{ | |
GENERATED_USTRUCT_BODY() | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory) | |
float test; | |
}; | |
// | |
UGameplayStatics::PlaySound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, Owner); | |
// | |
UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, Owner); | |
// | |
GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &Class::Function, DelayTime, bLoop); | |
// | |
GetWorld()->GetTimerManager().ClearTimer(TimerHandle); | |
// | |
TimerHandle.Invalidate(); | |
// | |
// |
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