Clean initial commit

This commit is contained in:
2026-02-01 19:21:47 -07:00
commit 6a13cdbeed
1681 changed files with 5604 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "FindMyActorByName.h"
#include "Engine/World.h"
#include "Engine/Blueprint.h"
#include "UObject/ConstructorHelpers.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
AFindMyActorByName::AFindMyActorByName()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AFindMyActorByName::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AFindMyActorByName::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
UClass* AFindMyActorByName::GetBlueprintActorClassByName(const FString& BlueprintName, const FString& BlueprintPath)
{
UE_LOG(LogTemp, Warning, TEXT("GetBlueprintActorClassByName called with name: %s"), *BlueprintName);
// Construct the full path to the Blueprint
FString _BlueprintPath = FString::Printf(TEXT("%s%s.%s"), *BlueprintPath, *BlueprintName, *BlueprintName);
UE_LOG(LogTemp, Warning, TEXT("Constructed Blueprint Path: %s"), *BlueprintPath);
// Load the Blueprint object
UBlueprint* Blueprint = Cast<UBlueprint>(StaticLoadObject(UBlueprint::StaticClass(), nullptr, *_BlueprintPath));
if (Blueprint)
{
UE_LOG(LogTemp, Warning, TEXT("Blueprint found: %s"), *BlueprintName);
if (Blueprint->GeneratedClass)
{
UE_LOG(LogTemp, Warning, TEXT("GeneratedClass found for: %s"), *BlueprintName);
return Blueprint->GeneratedClass; // Return the actor class
}
else
{
UE_LOG(LogTemp, Error, TEXT("GeneratedClass not found for: %s"), *BlueprintName);
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Blueprint not found at path: %s"), *BlueprintPath);
}
return nullptr; // Return nullptr if the Blueprint is not found
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FindMyActorByName.generated.h"
UCLASS()
class THISWILLWORK_API AFindMyActorByName : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFindMyActorByName();
public:
UFUNCTION(BlueprintCallable, Category = "Utilities") UClass* GetBlueprintActorClassByName(const FString& BlueprintName, const FString& BlueprintPath);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class THISWILLWORK_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCustomActorFinder.h"
#include "Engine/World.h"
#include "GameFramework/Actor.h"
#include "EngineUtils.h"
AActor* MyCustomActorFinder::FindActorByName(const FString& ActorName)
{
for (TActorIterator<AActor> It(GetWorld()); It; ++It)
{
AActor* Actor = *It;
if (Actor->GetName() == ActorName)
{
return Actor;
}
}
return nullptr;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyCustomActorFinder.generated.h"
UCLASS()
class GAMEIDEAV5_5_API AMyCustomActorFinder : public AActor
{
GENERATED_BODY()
public: UFUNCTION(BlueprintCallable, Category = "Utilities") AActor* FindActorByName(const FString& ActorName);
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class ThisWillWork : ModuleRules
{
public ThisWillWork(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "ThisWillWork.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ThisWillWork, "ThisWillWork" );

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"