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UCustomizationRulesLibrary

#include <CustomizationRulesLibrary.h>

Inherits from UBlueprintFunctionLibrary

Public Functions

Name
TArray< FPrimaryAssetId > FilterCustomizationAssets(const TArray< FPrimaryAssetId > & CustomizationAssets, const FCustomizationConstraintsQuery & ConstraintsQuery)
TArray< FCustomizationEntry > FilterCustomizationEntries(const TArray< FCustomizationEntry > & CustomizationEntries, const FCustomizationConstraintsQuery & ConstraintsQuery)
FPrimaryAssetId FindReplacementAsset(const FPrimaryAssetId & AssetToReplace, TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction, const FCustomizationConstraintsQuery & ConstraintsQuery, const FCustomizationCompatibilityQuery & CompatibilityQuery, const FCustomizationConstraintsQuery & OptionalConstraintsQuery, const FCustomizationCompatibilityQuery & OptionalCompatibilityQuery, int32 Alignment, const TArray< FPrimaryAssetId > & DefaultAssets)
void GroupCustomizationEntries(ATBLPlayerController * PlayerController, const TArray< FCustomizationEntry > & CustomizationEntries, TArray< FCustomizationEntriesGroup > & CustomizationGroups, [[ECustomizationGroupSearchResult]] & SearchResult)
TArray< FPrimaryAssetId > OnlyCustomizationAssetsCompatibleWithOwnerPreset(ATBLPlayerController * PlayerController, const TArray< FPrimaryAssetId > & CustomizationAssets, TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction)
TArray< FCustomizationEntry > OnlyCustomizationEntriesCompatibleWithOwnerPreset(ATBLPlayerController * PlayerController, const TArray< FCustomizationEntry > & CustomizationEntries, TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction)
void SortCustomizationEntries(UPARAM(Ref) TArray< FCustomizationEntry > & RefCustomizationEntries, bool bSortByLevel, bool bSortByAlignment, bool bSortByRarity)
UCustomizationRulesLibrary()

Updated on 2025-01-21 at 09:02:24 +0100