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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UClass; | |
| class UObject; | |
| class UWorld; | |
| struct FAssetData; | |
| struct FFrame; | |
| UCLASS() | |
| class ULyraDevelopmentStatics : public UBlueprintFunctionLibrary | |
| { | |
| GENERATED_BODY() | |
| public: | |
| // Should game logic skip directly to gameplay (skipping any match warmup / waiting for players / etc... aspects) | |
| // Will always return false except when playing in the editor and bTestFullGameFlowInPIE (in Lyra Developer Settings) is false | |
| UFUNCTION(BlueprintCallable, Category="Lyra") | |
| static bool ShouldSkipDirectlyToGameplay(); | |
| // Should game logic load cosmetic backgrounds in the editor? | |
| // Will always return true except when playing in the editor and bSkipLoadingCosmeticBackgroundsInPIE (in Lyra Developer Settings) is true | |
| UFUNCTION(BlueprintCallable, Category = "Lyra", meta=(ExpandBoolAsExecs="ReturnValue")) | |
| static bool ShouldLoadCosmeticBackgrounds(); | |
| // Should game logic load cosmetic backgrounds in the editor? | |
| // Will always return true except when playing in the editor and bSkipLoadingCosmeticBackgroundsInPIE (in Lyra Developer Settings) is true | |
| UFUNCTION(BlueprintCallable, Category = "Lyra") | |
| static bool CanPlayerBotsAttack(); | |
| // Finds the most appropriate play-in-editor world to run 'server' cheats on | |
| // This might be the only world if running standalone, the listen server, or the dedicated server | |
| static UWorld* FindPlayInEditorAuthorityWorld(); | |
| // Tries to find a class by a short name (with some heuristics to improve the usability when done via a cheat console) | |
| static UClass* FindClassByShortName(const FString& SearchToken, UClass* DesiredBaseClass, bool bLogFailures = true); | |
| template <typename DesiredClass> | |
| static TSubclassOf<DesiredClass> FindClassByShortName(const FString& SearchToken, bool bLogFailures = true) | |
| { | |
| return FindClassByShortName(SearchToken, DesiredClass::StaticClass(), bLogFailures); | |
| } | |
| private: | |
| static TArray<FAssetData> GetAllBlueprints(); | |
| static UClass* FindBlueprintClass(const FString& TargetNameRaw, UClass* DesiredBaseClass); | |
| }; | |