#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "FSDConversionLibrary.generated.h" class AActor; class USceneComponent; UCLASS(Blueprintable) class UFSDConversionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFSDConversionLibrary(); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector_NetQuantizeNormal VectorToNetQuantizeNormal(FVector Vec); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector_NetQuantize VectorToNetQuantize(FVector Vec); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector QuatToVector(FQuat Quat); UFUNCTION(BlueprintCallable, BlueprintPure) static FRotator QuatToRotator(FQuat Quat); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector_NetQuantizeNormal QuadToNetQuantizeNormal(FQuat Quat); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector ComponentToWorldLocation(USceneComponent* Component); UFUNCTION(BlueprintCallable, BlueprintPure) static FVector ActorToWorldLocation(AActor* Actor); };