Native class

FGBAUtils#

  • Declared in "Utils/GBAUtils.h"
class BLUEPRINTATTRIBUTES_API FGBAUtils final

Methods#

  • public
    • GetAllAttributeFromClass&
    static void
    GetAllAttributeFromClass(​
    const UClass* InClass,
    TArray<FProperty*>& OutProperties,
    FString InFilterMetaStr = FString(),
    bool bInUseEditorOnlyData = true
    )

    Returns all properties in the given class that are valid Gameplay Attributes properties

    • GetAllAttributeProperties&
    static void
    GetAllAttributeProperties(​
    TArray<FProperty*>& OutProperties,
    FString InFilterMetaStr = FString(),
    bool bInUseEditorOnlyData = true
    )

    In editor, this will filter out properties with meta tag "HideInDetailsView" or equal to InFilterMetaStr. In non editor, it returns all properties

    • GetAttributeClassName&
    static FString
    GetAttributeClassName(​
    FString ClassName
    )

    Strips out any trailing "_C" from Blueprint class names

    • GetAttributeClassName&
    static FString
    GetAttributeClassName(​
    const UClass* Class
    )

    Strips out any trailing "_C" from Blueprint class names

    • IsValidAttributeClass&
    static bool
    IsValidAttributeClass(​
    const UClass* Class
    )

    Checks whether the attribute set class has to be considered to generate dropdown (filters out SKEL / REINST BP Class Generated By)

    • IsValidCPPType&
    static bool
    IsValidCPPType(​
    const FString& InCPPType
    )

    Returns whether given property "CPPType" is a valid type to consider for attributes