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Ivazovsky/plugins/manageTextFile/Source/manageTextFile/Public/manageTextFileBPLibrary.h
T
2021-11-29 21:09:12 +05:00

44 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "HAL/PlatformFilemanager.h"
#include "manageTextFileBPLibrary.generated.h"
/*
* Function library class.
* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
*
* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
* Its lets you name the node using characters not allowed in C++ function names.
* CompactNodeTitle - the word(s) that appear on the node.
* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
* Good example is "Print String" node which you can find also by using keyword "log".
* Category - the category your node will be under in the Blueprint drop-down menu.
*
* For more info on custom blueprint nodes visit documentation:
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/
UCLASS()
class UmanageTextFileBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "manageTextFile")
static bool CreateTextFile(FString Path, FString FileName, FString Text);
UFUNCTION(BlueprintCallable, Category = "manageTextFile")
static bool AppendStringToFile(FString Path, FString FileName, FString Text);
UFUNCTION(BlueprintCallable, Category = "manageTextFile")
static bool FileExists(FString Path, FString FileName);
UFUNCTION(BlueprintCallable, Category = "manageTextFile")
static bool DeleteFile(FString Path, FString FileName);
UFUNCTION(BlueprintCallable, Category = "manageTextFile")
static bool readFile(FString Path, FString FileName, FString & Str);
};