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- // Copyright Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "Math/UnrealMath.h"
- #include "Kismet/BlueprintFunctionLibrary.h"
- #include "LibNebulaNodesBPLibrary.generated.h"
- /*
- * Function library class.
- * Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
- *
- * When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
- * BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
- * BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
- * DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
- * Its lets you name the node using characters not allowed in C++ function names.
- * CompactNodeTitle - the word(s) that appear on the node.
- * Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
- * Good example is "Print String" node which you can find also by using keyword "log".
- * Category - the category your node will be under in the Blueprint drop-down menu.
- *
- * For more info on custom blueprint nodes visit documentation:
- * https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
- */
- UCLASS()
- class ULibNebulaNodesBPLibrary : public UBlueprintFunctionLibrary
- {
- GENERATED_BODY()
- //UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "LibNebulaNodes sample test testing"), Category = "LibNebulaNodesTesting")
- //static float LibNebulaNodesSampleFunction(float Param);
- UFUNCTION(BlueprintPure, Category="Nebula Nodes", meta = (DisplayName = "Random Vector2"))
- static FVector2f RandomVector2(float fMin, float fMax, bool bPreventDuplicates, bool bRoundToInteger, float& x, float& y);
- };
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