Files
SibIntel1/Plugins/base64plugin/Source/base64plugin/Public/base64pluginBPLibrary.h
T
2022-10-11 22:19:06 +05:00

37 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "base64pluginBPLibrary.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 Ubase64pluginBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable,Category="base64Encoders")
static bool bytesToBase64(const TArray<uint8>& source, FString & out);
UFUNCTION(BlueprintCallable, Category = "base64Encoders")
static bool fileToBase64(FString filePath, FString & out);
UFUNCTION(BlueprintCallable, Category = "base64Encoders")
static bool renderTargetToBase64(UTextureRenderTarget2D * RT, FString & out);
};