A small utility library plugin for Unreal Engine 4.
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Source/ACEUtils
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ACEUtils.uplugin
LICENSE.md
README.md
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README.md

ACEUtils

a small util library for UE4

methods

The methods are called statically so UACEUtilsBPLibrary::method_name.

  • FString Sha256String(FString inString);
  • void PrintString(FString MessageToPrint, FString ClassnameToDisplay = "", float MessageDisplayTime = 5.0f, FLinearColor MessageColor = FLinearColor(1.0f, 1.0f, 0.0f), bool bSendToLog = false);
  • void PrintFormattedString(TArray<FString> MessagesToPrint, FString ClassnameToDisplay, float MessageDisplayTime = 5.0f, FLinearColor MessageColor = FLinearColor(1.0f, 1.0f, 0.0f), bool bSendToLog = false);
  • void PrintFormattedStringColor(TMap<FString, FLinearColor> MessagesAndColor, FString ClassnameToDisplay, float MessageDisplayTime = 5.0f, bool bSendToLog = false);
  • void Log(FString MessageToLog, FString ClassNameCalledFrom);
  • FVector GetRandomLocationInRadius(FVector SpawnLocation = FVector(0.0f), float MinRadius = 500.0f, float MaxRadius = 500.0f);
  • FVector GetRandomLocationInBox(FVector Origin, FVector BoxExtent);
  • void FetchAllActors(UWorld* World, TArray<T*>& Out);
  • void FetchAllActors(UWorld* World, TArray<T*>& Out, FString NameOfActor);
  • void FetchAllActors(UWorld* World, TArray<T*>& Out, FName TagToSearch, bool bContains = false);
  • TArray<T*> FetchAllActors(UWorld* World);
  • TArray<T*> FetchAllActors(UWorld* World, FString NameOfActor);
  • TArray<T*> FetchAllActors(UWorld* World, FName TagToSearch, bool bContains = false);
  • FString GetCPUBrandName();
  • FString GetCPUVendorName();
  • FString GetGPUBrandName();
  • FString GetGPUDriverInfo();
  • int32 GetCPUCores();
  • float ToFahrenheit(float Celsius);
  • float ToCelsius(float Fahrenheit);