Weaponry Assembly System
WAS
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FModificatorCustomizationUtils Namespace Reference

Functions

bool PopulateMapKeys (const TSharedPtr< IPropertyHandle > &Handle, const FGameplayTag &RootTag)
 
template<typename T , auto IsDefault = [](const T& V){return V == T();}>
void SetPropertyValueIfDefault (TSharedPtr< IPropertyHandle > Property, const T &NewValue)
 
FName TryDeduceName (const FString &From)
 
void TrySetDefaultDescriptionValue (TSharedPtr< IPropertyHandle > DescriptionProp, UEnum *ModEnum, int32 Index=-1)
 

Function Documentation

◆ PopulateMapKeys()

bool FModificatorCustomizationUtils::PopulateMapKeys ( const TSharedPtr< IPropertyHandle > & Handle,
const FGameplayTag & RootTag )

◆ SetPropertyValueIfDefault()

template<typename T , auto IsDefault = [](const T& V){return V == T();}>
void FModificatorCustomizationUtils::SetPropertyValueIfDefault ( TSharedPtr< IPropertyHandle > Property,
const T & NewValue )

◆ TryDeduceName()

FName FModificatorCustomizationUtils::TryDeduceName ( const FString & From)

◆ TrySetDefaultDescriptionValue()

void FModificatorCustomizationUtils::TrySetDefaultDescriptionValue ( TSharedPtr< IPropertyHandle > DescriptionProp,
UEnum * ModEnum,
int32 Index = -1 )