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PyActor.h
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58 lines (39 loc) · 1.66 KB
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#pragma once
#include "GameFramework/Actor.h"
#include "UnrealEnginePython.h"
#include "PyActor.generated.h"
UCLASS(BlueprintType, Blueprintable)
class UNREALENGINEPYTHON_API APyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
APyActor();
~APyActor();
// Called whenever the Actor is instantiated (before begin play)
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
// Called when the game starts
virtual void BeginPlay() override;
// Called every frame
virtual void Tick(float DeltaSeconds) override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UPROPERTY(EditAnywhere, Category = "Python", BlueprintReadWrite, meta = (ExposeOnSpawn = true))
FString PythonModule;
UPROPERTY(EditAnywhere, Category = "Python", BlueprintReadWrite, meta = (ExposeOnSpawn = true))
FString PythonClass;
UPROPERTY(EditAnywhere, Category = "Python", BlueprintReadWrite, meta = (ExposeOnSpawn = true))
bool PythonTickForceDisabled;
UPROPERTY(EditAnywhere, Category = "Python", BlueprintReadWrite, meta = (ExposeOnSpawn = true))
bool PythonDisableAutoBinding;
UFUNCTION(BlueprintCallable, Category = "Python")
void CallPythonActorMethod(FString method_name, FString args);
UFUNCTION(BlueprintCallable, Category = "Python")
bool CallPythonActorMethodBool(FString method_name, FString args);
UFUNCTION(BlueprintCallable, Category = "Python")
FString CallPythonActorMethodString(FString method_name, FString args);
private:
PyObject *py_actor_instance;
// mapped uobject, required for debug and advanced reflection
ue_PyUObject *py_uobject;
};