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3 changes: 3 additions & 0 deletions .vs/ProjectSettings.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": "No Configurations"
}
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7 changes: 6 additions & 1 deletion Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2240,7 +2240,12 @@ void UVictoryBPFunctionLibrary::Selection_SelectionBox(UObject* WorldContextObje
}
}
}

//Provided by Starkium :)
void UVictoryBPFunctionLibrary::DestroyController(AController* Target)
{
//Currently does nothing, insert code here to delete the controller or call the function in the controller.
Target->Destroy();
}
bool UVictoryBPFunctionLibrary::PlayerController_GetControllerID(APlayerController* ThePC, int32& ControllerID)
{
if(!ThePC) return false;
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5 changes: 5 additions & 0 deletions Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h
Original file line number Diff line number Diff line change
Expand Up @@ -900,6 +900,11 @@ class VICTORYBPLIBRARY_API UVictoryBPFunctionLibrary : public UBlueprintFunction
UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Controller")
static bool PlayerController_GetControllerID(APlayerController* ThePC, int32& ControllerID);

/** Work around for deleting a controller since it is disabled by default in blueprints. Provided by Starkium :) */

UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Controller")
static void DestroyController(AController* Target);

/** Get the Unique PlayerID from the PlayerState for a supplied Player Controller. Returns false if operation could not occur. Epic accepted my pull request for this a while back so now you can just GetPlayerState and directly access <3 Rama*/
UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Networking")
static bool PlayerState_GetPlayerID(APlayerController* ThePC, int32& PlayerID);
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