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AgrarianGameArchive/Source/AgrarianGame/AgrarianEditorAutomationLibrary.h
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AgrarianEditorAutomationLibrary.generated.h"
class AAgrarianGameCharacter;
class AAgrarianResourceNode;
class AAgrarianWildlifeBase;
class UAgrarianRecipeDataAsset;
/**
* Editor automation helpers used by Python setup scripts.
*/
UCLASS()
class AGRARIANGAME_API UAgrarianEditorAutomationLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static AActor* SpawnActorInEditorWorld(TSubclassOf<AActor> ActorClass, const FVector& Location, const FRotator& Rotation, const FString& ActorLabel);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static FString RunPlayableLoopSmokeTest(TSubclassOf<AAgrarianGameCharacter> CharacterClass, AAgrarianResourceNode* ResourceNode, UAgrarianRecipeDataAsset* ShelterRecipe, TSubclassOf<AActor> ShelterClass);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static FString RunNaturalShelterLoopSmokeTest(
TSubclassOf<AAgrarianGameCharacter> CharacterClass,
AAgrarianResourceNode* WoodNode,
AAgrarianResourceNode* FiberNode,
AAgrarianWildlifeBase* Wildlife,
UAgrarianRecipeDataAsset* FrameRecipe,
UAgrarianRecipeDataAsset* WallPanelRecipe,
UAgrarianRecipeDataAsset* RoofPanelRecipe,
UAgrarianRecipeDataAsset* ShelterRecipe,
TSubclassOf<AActor> ShelterClass);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static FString RunPersistenceSubsystemSmokeTest(TSubclassOf<AActor> ShelterClass, const FString& SlotName);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static FString ImportLandscapeHeightmapIntoEditorWorld(
const FString& HeightmapFilename,
int32 Width,
int32 Height,
float XScaleCm,
float YScaleCm,
float ZScaleCm,
const FString& ActorLabel);
};