| 9 | |
| 10 | UCLASS(BlueprintType, Blueprintable) |
| 11 | class APyActor : public AActor |
| 12 | { |
| 13 | GENERATED_BODY() |
| 14 | |
| 15 | public: |
| 16 | // Sets default values for this component's properties |
| 17 | APyActor(); |
| 18 | ~APyActor(); |
| 19 | |
| 20 | // Called when the game starts |
| 21 | virtual void BeginPlay() override; |
| 22 | |
| 23 | // Called every frame |
| 24 | virtual void Tick(float DeltaSeconds) override; |
| 25 | |
| 26 | UPROPERTY(EditAnywhere , Category = "Python") |
| 27 | FString PythonModule; |
| 28 | |
| 29 | UPROPERTY(EditAnywhere, Category = "Python") |
| 30 | FString PythonClass; |
| 31 | |
| 32 | UPROPERTY(EditAnywhere, Category = "Python") |
| 33 | bool PythonTickForceDisabled; |
| 34 | |
| 35 | UPROPERTY(EditAnywhere, Category = "Python") |
| 36 | bool PythonDisableAutoBinding; |
| 37 | |
| 38 | UFUNCTION(BlueprintCallable, Category = "Python") |
| 39 | void CallPythonActorMethod(FString method_name, FString args); |
| 40 | |
| 41 | UFUNCTION(BlueprintCallable, Category = "Python") |
| 42 | bool CallPythonActorMethodBool(FString method_name, FString args); |
| 43 | |
| 44 | UFUNCTION(BlueprintCallable, Category = "Python") |
| 45 | FString CallPythonActorMethodString(FString method_name, FString args); |
| 46 | |
| 47 | private: |
| 48 | PyObject *py_actor_instance; |
| 49 | // mapped uobject, required for debug and advanced reflection |
| 50 | ue_PyUObject *py_uobject; |
| 51 | }; |
| 52 |
nothing calls this directly
no outgoing calls
no test coverage detected