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UCK_BPFunctionLibrary 클래스 참조

#include <CK_BPFunctionLibrary.h>

UCK_BPFunctionLibrary에 대한 상속 다이어그램 :
Inheritance graph
UCK_BPFunctionLibrary에 대한 협력 다이어그램:
Collaboration graph

정적 Public 멤버 함수

static int32 GetObjectUniqueID (const UObject *Object)
 
static bool IsGameInProgress (const UObject *WorldContextObject)
 
static UPlayerManagementSubsystemGetPlayerManagementSubsystem (const UObject *WorldContextObject)
 
static UStageManagementSubsystemGetStageManagementSubsystem (const UObject *WorldContextObject)
 
static ULevelStreamingSubsystemGetLevelStreamingSubsystem (const UObject *WorldContextObject)
 
static UUIManagementSubsystemGetUIManagementSubsystem (const UObject *WorldContextObject)
 
static USituationManagementSubsystemGetSituationManagementSubsystem (const UObject *WorldContextObject)
 
static UStreamingSubsystemGetStreamingSubsystem (const UObject *WorldContextObject)
 
static UPoolWorldSubsystemGetPoolWorldSystem (const UObject *WorldContextObject)
 

멤버 함수 문서화

◆ GetLevelStreamingSubsystem()

ULevelStreamingSubsystem * UCK_BPFunctionLibrary::GetLevelStreamingSubsystem ( const UObject *  WorldContextObject)
static
118{
119 if (WorldContextObject->GetWorld() == nullptr)
120 {
121 return nullptr;
122 }
123
124 const UGameInstance* GameInstance = WorldContextObject->GetWorld()->GetGameInstance();
125 checkf(GameInstance, TEXT("%s를 가져올 수 없습니다. "), NAMEOF(UGameInstance));
126
127 if (ULevelStreamingSubsystem* Subsystem = GameInstance->GetSubsystem<ULevelStreamingSubsystem>())
128 {
129 return Subsystem;
130 }
131 else
132 {
133 return nullptr;
134 }
135}
#define NAMEOF(Type)
Definition CK_UE.h:30
Definition LevelStreamingSubsystem.h:38
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetObjectUniqueID()

int32 UCK_BPFunctionLibrary::GetObjectUniqueID ( const UObject *  Object)
static

UObject의 엔진 내부 고유 ID를 반환합니다.

61{
62 if (Object == nullptr)
63 {
64 LOG_ERROR(LogCK, "%s가 Nullptr 입니다. ", NAMEOF(UObject));
65 return INDEX_NONE;
66 }
67
68 return static_cast<int32>(Object->GetUniqueID());
69}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40

◆ GetPlayerManagementSubsystem()

UPlayerManagementSubsystem * UCK_BPFunctionLibrary::GetPlayerManagementSubsystem ( const UObject *  WorldContextObject)
static
87{
88 if (WorldContextObject->GetWorld() == nullptr)
89 {
90 return nullptr;
91 }
92
93 if (const APlayerController* PlayerController = WorldContextObject->GetWorld()->GetFirstPlayerController())
94 {
95 return PlayerController->GetLocalPlayer()->GetSubsystem<UPlayerManagementSubsystem>();
96 }
97 else
98 {
99 return nullptr;
100 }
101}
Definition PlayerManagementSubsystem.h:42
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetPoolWorldSystem()

UPoolWorldSubsystem * UCK_BPFunctionLibrary::GetPoolWorldSystem ( const UObject *  WorldContextObject)
static
176{
177 const UWorld* World = WorldContextObject ? WorldContextObject->GetWorld() : nullptr;
178
179 return World ? World->GetSubsystem<UPoolWorldSubsystem>() : nullptr;
180}
Definition PoolWorldSubsystem.h:28

◆ GetSituationManagementSubsystem()

USituationManagementSubsystem * UCK_BPFunctionLibrary::GetSituationManagementSubsystem ( const UObject *  WorldContextObject)
static
160{
161 const UWorld* World = WorldContextObject ? WorldContextObject->GetWorld() : nullptr;
162
163 return World ? World->GetSubsystem<USituationManagementSubsystem>() : nullptr;
164}
Definition SituationManagementSubsystem.h:36
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetStageManagementSubsystem()

UStageManagementSubsystem * UCK_BPFunctionLibrary::GetStageManagementSubsystem ( const UObject *  WorldContextObject)
static
105{
106 const UWorld* World = WorldContextObject->GetWorld();
107
108 if (World == nullptr)
109 {
110 return nullptr;
111 }
112
113 return World->GetSubsystem<UStageManagementSubsystem>();
114}
Definition StageManagementSubsystem.h:147
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetStreamingSubsystem()

UStreamingSubsystem * UCK_BPFunctionLibrary::GetStreamingSubsystem ( const UObject *  WorldContextObject)
static
168{
169 const UWorld* World = WorldContextObject ? WorldContextObject->GetWorld() : nullptr;
170
171 return World ? World->GetSubsystem<UStreamingSubsystem>() : nullptr;
172}
Definition StreamingSubsystem.h:73
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetUIManagementSubsystem()

UUIManagementSubsystem * UCK_BPFunctionLibrary::GetUIManagementSubsystem ( const UObject *  WorldContextObject)
static
139{
140 if (WorldContextObject == nullptr || WorldContextObject->GetWorld() == nullptr)
141 {
142 return nullptr;
143 }
144
145 const UGameInstance* GameInstance = WorldContextObject->GetWorld()->GetGameInstance();
146 checkf(GameInstance, TEXT("%s를 가져올 수 없습니다. "), NAMEOF(UGameInstance));
147
148 if (UUIManagementSubsystem* Subsystem = GameInstance->GetSubsystem<UUIManagementSubsystem>())
149 {
150 return Subsystem;
151 }
152 else
153 {
154 return nullptr;
155 }
156}
Definition UIManagementSubsystem.h:22
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ IsGameInProgress()

bool UCK_BPFunctionLibrary::IsGameInProgress ( const UObject *  WorldContextObject)
static

현재 게임이 진행 중(BegunPlay)인지 반환합니다.

73{
74 const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull);
75
76 if (World == nullptr)
77 {
78 LOG_ERROR(LogCK, "%s가 Nullptr 입니다. ", NAMEOF(UObject));
79 return false;
80 }
81
82 return World->HasBegunPlay();
83}

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