16 UFUNCTION(BlueprintPure, Category =
"CoffeeLibrary|Utilities", meta = (DisplayName =
"InBounds"))
17 static FString GererateMD5(
const FString& InText);
20 UFUNCTION(BlueprintPure, Category =
"CoffeeLibrary|Utilities", meta = (DisplayName =
"InBounds"))
21 static bool InBounds(
const int32 Index,
const int32 Count);
24 UFUNCTION(BlueprintPure, Category=
"Utils|Array", meta=(CompactNodeTitle=
"RandElem", ArrayParm=
"TargetArray", ArrayTypeDependentParams=
"ReturnValue"))
25 static int32 GetRandomIndex(
const TArray<int32>& TargetArray,
bool& bIsValid);
28 UFUNCTION(BlueprintPure, Category=
"Utils|Array", meta=(CompactNodeTitle=
"RandElem", ArrayParm=
"TargetArray", ArrayTypeDependentParams=
"ReturnValue"))
29 static UAnimMontage* GetRandomMontage(
const TArray<UAnimMontage*>& Montages);
32 UFUNCTION(BlueprintPure, Category =
"CoffeeLibrary|Utilities", meta = (DisplayName =
"NowTimestamp"))
33 static int64 GetNowTimestamp();
36 UFUNCTION(BlueprintPure, Category=
"CoffeeLibrary|Utilities", meta=(DefaultToSelf=
"Target", DisplayName=
"GetDistance"))
37 static float GetDistance( AActor* A, AActor* B);
40 UFUNCTION(BlueprintCallable, Category=
"CoffeeLibrary|Material", meta=(DefaultToSelf=
"Target", DisplayName=
"Get Or Create MID", AdvancedDisplay=
"OptionalName"))
41 static class UMaterialInstanceDynamic* GetOrCreateMID(
42 class UPrimitiveComponent* Target,
44 FName OptionalName = NAME_None);
47 UFUNCTION(BlueprintCallable, Category=
"CoffeeLibrary|Utilities", meta=(DefaultToSelf=
"Target", DisplayName=
"PlayCommonSound"))
48 static void PlayLocationSound(
const AActor* Actor, USoundBase* Sound,
const float RetriggerDelay);
51 UFUNCTION(BlueprintPure, Category=
"CoffeeLibrary|Utilities")
52 static FString RemoveLineBreaks(
const FString& InText);
55 UFUNCTION(BlueprintPure, Category=
"CoffeeLibrary|String", meta=(DisplayName=
"Is Valid Korean Word"))
56 static bool IsValidKoreanWord(
const FString& Word);
58 UFUNCTION(BlueprintCallable, Category=
"Debug|Collision")
59 static void SetCollisionDebugVisible(UPrimitiveComponent* Target,
bool bVisible);