Overview
Global utility functions used across the framework.
Conversion functions
| Name |
Description |
| toString |
Convert FText, FName, UObject*, TCHAR, uint32, int, float to FString. UObject version includes outer hierarchy. |
| enumToString |
Enum value to FString. |
| enumToName |
Enum value to FName. |
| stringToEnum |
FString to enum value. |
| nameToEnum |
FName to enum value. |
| intToEnum |
uint8 to enum. |
| stringToText |
FString to FText. |
| nameToText |
FName to FText. |
// UObject with outer hierarchy
FString s = toString(myActor); // "MyActor \ MyLevel"
// Enum conversions
FString s = enumToString(EMyEnum::Value1);
FName n = enumToName(EMyEnum::Value1);
EMyEnum e = stringToEnum<EMyEnum>("Value1");
EMyEnum e2 = nameToEnum<EMyEnum>(FName("Value1"));
EMyEnum e3 = intToEnum<EMyEnum>(2);
// Text conversions
FText t = stringToText("hello");
FText t2 = nameToText(FName("hello"));
Utility functions
| Name |
Description |
| isInGameThread |
Returns true if called from the game thread. |
| isModuleOrPluginLoaded |
Check if a module/plugin is loaded. |
| ifExistElseDefault |
Return val if valid, else defVal. |
bool gt = isInGameThread(this);
bool loaded = isModuleOrPluginLoaded(FName("CdryxCoreUModule"));
UClass* c = ifExistElseDefault(myClass, ADefaultActor::StaticClass());
Macros & Enums
| Name |
Description |
| CDRYX_TEMPLATE_ASSERT |
Static assert that Child derives from Parent. |
| ECOutputTypeBPRunBranch |
Blueprint enum: valid, notValid. Used for execution branching in BP functions. |
CDRYX_TEMPLATE_ASSERT(UMyClass, UActorComponent, "2312182217")