C++ Implementation GameInstance save, also some cleanup of unsued C++ classes

This literally took me days, as it turn out that the timing offset between C++ and BP Init of GameIstance caused it to not be added as a GlobalObject to SPUD correctly.
This commit is contained in:
Simeon "Waldo" Wallrath 2025-12-11 17:22:52 +01:00
parent ff4cff2b5d
commit 362b5ff23f
18 changed files with 72 additions and 112 deletions

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@ -1,16 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "CodeOnlyFunctionLibrary.generated.h"
UCLASS()
class NO_API UCodeOnlyFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="Utilities|Actor")
static FString RenameActorUnique(AActor* ActorToRename, const FString& DesiredName, AActor* ReferenceActorForLevel);
};

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@ -0,0 +1,17 @@
#pragma once
#include "CoreMinimal.h"
#include "AdvancedFriendsGameInstance.h"
#include "CustomAdvancedFriendsGI.generated.h"
/**
* Custom GameInstance that registers itself with SPUD for persistence.
*/
UCLASS()
class VREXPPLUGINEXAMPLE_API UCustomAdvancedFriendsGI : public UAdvancedFriendsGameInstance
{
GENERATED_BODY()
public:
virtual void Init() override;
};

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@ -1,15 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
/**
*
*/
class VREXPPLUGINEXAMPLE_API WidgetHelper
{
public:
WidgetHelper();
~WidgetHelper();
};