/UUtils

Plugin with various utility modules for RobCoG

Primary LanguageC++BSD 3-Clause "New" or "Revised" LicenseBSD-3-Clause

UUtils

  • Various helper modules for RobCoG.

  • Supported engine version: UE 4.25

Usage

  • Add the plugin to your project (e.g MyProject/Plugins/UUtils)

  • Add the module dependency to your module (Project, Plugin); In the MyModule.Build.cs file:

    PublicDependencyModuleNames.AddRange(  
    new string[]
    {
    ...  
    "UMyUtilsModule",  // UIds, UTags etc.
    ...  
    }
    );
    
  • Include MyUtilsModule.h where you plan to use the related functions.

Modules:

UTags

Using the built in Tag functionalities of Actors and Components to store data in a key-value pair form. The plugin has various functions to ease the access for such data.

Example of storing key-value pairs:

[TagType;Key1,Value1;Key2,Value2;Key3,Value3;]

  • first word always represents the TagType, this is followed by a semicolon
  • separate the [Key] from the [Value] using a comma: ,
  • separate the [Key,Value]-pairs using a semicolon: ;
  • always end the tag description with a semicolon: ;
  • do NOT use white spaces in the tag descriptions

How to add tags to an actor:

How to add tags to a component:

Examples

Tag:

[SemLog;Runtime,Static;Id,3rFg;Class,Sink;]

Generating new Ids for all the actors with the TagType SemLog:

	static FReply GenerateNewIds()
	{
		for (TActorIterator<AActor> ActItr(GEditor->GetEditorWorldContext().World()); ActItr; ++ActItr)
		{
			int32 TagIndex = FTagStatics::GetTagTypeIndex(*ActItr, "SemLog");
			if (TagIndex != INDEX_NONE)
			{
				FTagStatics::AddKeyValuePair(
					ActItr->Tags[TagIndex], "Id", FSLStatics::GenerateRandomFString(4));
			}
		}
		return FReply::Handled();
	}

Get a map of actors or components to their tag properties giving the world as an input

	// Get the map of actors to their tag properties
	const TMap<AActor*, TMap<FString, FString>> ActorToTagProperties =
		FTagStatics::GetActorsToKeyValuePairs(World, "SemLog");

	// Get the map of components to their tag properties
	const TMap<UActorComponent*, TMap<FString, FString>> ComponentToTagProperties =
	FTagStatics::GetComponentsToKeyValuePairs(World, "SemLog");

	// Get all objects with TF tags
	auto ObjToTagData = FTagStatics::GetObjectsToKeyValuePairs(GetWorld(), TEXT("TF"));

UIds

Helper functions for generating and converting universal unique identifiers (FGuid) to Base64 and back.

UConversions

Units and coordinate systems conversions from and to Unreal Engine.