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