Update directive utilities plugin
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@@ -11,7 +11,7 @@
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class UCapsuleComponent;
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class UBoxComponent;
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class USphereComponent;
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class UStaticMeshActor;
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class AStaticMeshActor;
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/**
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* DirectiveUtilEditorActorSubsystem
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@@ -44,6 +44,30 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor")
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TArray<UClass*> GetAllLevelClasses();
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/** Aligns actor bounds to the combined minimum, center, or maximum on one axis. */
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor|Actor Layout")
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static FDirectiveUtilActorOperationResult AlignActors(
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const TArray<AActor*>& Actors,
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EDirectiveUtilActorLayoutAxis Axis,
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EDirectiveUtilActorAlignment Alignment);
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/** Distributes actors between the outer actors using equal center spacing or equal bounds gaps. */
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor|Actor Layout")
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static FDirectiveUtilActorOperationResult DistributeActors(
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const TArray<AActor*>& Actors,
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EDirectiveUtilActorLayoutAxis Axis,
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EDirectiveUtilActorDistribution Distribution);
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/** Traces from each actor and places its pivot or directional bounds on the hit surface. */
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor|Actor Layout", meta = (AdvancedDisplay = "bAlignToNormal"))
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static FDirectiveUtilActorOperationResult SnapActorsToSurface(
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const TArray<AActor*>& Actors,
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FVector TraceDirection,
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float MaximumDistance,
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TEnumAsByte<ECollisionChannel> TraceChannel = ECC_Visibility,
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EDirectiveUtilSurfacePlacement Placement = EDirectiveUtilSurfacePlacement::Bounds,
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bool bAlignToNormal = false);
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//-----------------------------
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// Filters
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//-----------------------------
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@@ -679,7 +703,7 @@ public:
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* Returns a list of invalid actors.
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* @param FoundActors The list of actors that were found.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=1))
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(DeprecatedFunction, DeprecationMessage="Actor enumeration excludes invalid actors. This node always returns an empty array."))
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void GetInvalidActors(TArray<AActor*>& FoundActors);
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//-----------------------------
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