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Add world placement for Copy and Fill, add anchor building for Copy
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Plugins/AreaActions/Content/Actions/Copy/Widget_Copy.uasset
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Plugins/AreaActions/Content/Actions/Fill/Widget_Fill.uasset
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Plugins/AreaActions/Content/Equipment/Equip_AreaActions.uasset
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Plugins/AreaActions/Source/AreaActions/Private/AABlueprintFunctionLibrary.cpp
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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#include "AABlueprintFunctionLibrary.h" | ||
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#include "Hologram/FGHologram.h" | ||
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FTransform UAABlueprintFunctionLibrary::GetHologramSnap(AFGHologram* Hologram, FHitResult HitResult) | ||
{ | ||
const FTransform PreviousHologramTransform = Hologram->GetActorTransform(); | ||
if(!Hologram->TrySnapToActor(HitResult)) { | ||
Hologram->SetHologramLocationAndRotation(HitResult); | ||
} | ||
FTransform NewHologramTransform = Hologram->GetActorTransform(); | ||
Hologram->SetActorTransform(PreviousHologramTransform); | ||
Hologram->SetPlacementMaterial(true); | ||
Hologram->SetActorHiddenInGame(false); | ||
return NewHologramTransform; | ||
} | ||
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FTransform UAABlueprintFunctionLibrary::GetHologramScroll(AFGHologram* Hologram, const int32 Delta) | ||
{ | ||
const FTransform PreviousHologramTransform = Hologram->GetActorTransform(); | ||
Hologram->Scroll(Delta); | ||
FTransform NewHologramTransform = Hologram->GetActorTransform(); | ||
Hologram->SetActorTransform(PreviousHologramTransform); | ||
Hologram->SetPlacementMaterial(true); | ||
Hologram->SetActorHiddenInGame(false); | ||
return NewHologramTransform; | ||
} |
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Plugins/AreaActions/Source/AreaActions/Public/AABlueprintFunctionLibrary.h
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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#pragma once | ||
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#include "CoreMinimal.h" | ||
#include "Kismet/BlueprintFunctionLibrary.h" | ||
#include "AABlueprintFunctionLibrary.generated.h" | ||
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/** | ||
* | ||
*/ | ||
UCLASS() | ||
class AREAACTIONS_API UAABlueprintFunctionLibrary : public UBlueprintFunctionLibrary | ||
{ | ||
GENERATED_BODY() | ||
public: | ||
UFUNCTION(BlueprintCallable, Category="AreaActions|Hologram") | ||
static FTransform GetHologramSnap(class AFGHologram* Hologram, FHitResult HitResult); | ||
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UFUNCTION(BlueprintCallable, Category="AreaActions|Hologram") | ||
static FTransform GetHologramScroll(class AFGHologram* Hologram, int32 Delta); | ||
}; |
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