for all function use: UE-CSS 4.26.1 build 19

1.2.0 Notes: docs will updated later

  • Download the Source from here and move it to Plugins then build in VS as Developer Mode and Shipping!
  • Overwrite the source folder of the Project with the source patch (to remove a Compile error)
  • Add this mod as Dependency.

Credits:

  • Deantendo - for the wonderful Mod icon! > Deantendo #4265
    {
      "Name": "SML",
      "SemVersion": "^3.1.0",
      "Enabled": false
    },
    {
      "Name": "KBFL",
      "SemVersion": "^1.0.0",
      "bIsOptional": false,
      "bIsBasePlugin": false,
      "Enabled": true    
    }

Functions (+ CDO Functions but is old and not needed thanks Mircea (Area Actions)):

/** Simple Line maker for Research Trees */
void EsayNodes(<BP FUNCTION>)
/** Look for resource nodes at this location */
IsNodeExistsAtLocation(UObject* WorldContext, FVector Location, TSubclassOf<AFGResourceNode> ResourceNodeClass, KBFLFoundSomething &Found, AActor* &FirstHit, TArray<AActor*> &AllActors)
/** Return the Index where the ItemClass allowed on Slot in Inventory */
void FindFirstAllowedSlot(UFGInventoryComponent* Inventory, TSubclassOf<UFGItemDescriptor> Item, KBFLFoundSomething &Found, int32 &Index);

/** Return all Index where the ItemClass allowed on Slot in Inventory */
void FindAllAllowedSlots(UFGInventoryComponent* Inventory, TSubclassOf<UFGItemDescriptor> Item, KBFLFoundSomething &Found, TArray<int32> &Index);
/** Get all Schematics in game */
TArray<TSubclassOf<UFGSchematic>> GetAllRegisteredSchematics(UObject* WorldContext)

/** Get all Schematics in game from a Mod */
TArray<TSubclassOf<UFGSchematic>> GetAllModSchematics(UObject* WorldContext, FName ModName)

/** Get all Schematics in game from Mods */
TArray<TSubclassOf<UFGSchematic>> GetAllModsSchematics(UObject* WorldContext, TArray<FName> ModNames)

/** Get all Schematics in game from Mods with Infos from where it from */
TArray<FKBFLSchematicInfo> GetAllModsSchematicsWithInfo(UObject* WorldContext, TArray<FName> ModNames)
/** Get all recipes in game */
TArray<TSubclassOf<UFGRecipe>> GetAllRegisteredRecipes(UObject* WorldContext);

/** Get all recipes in game from a Building */
TArray<TSubclassOf<UFGRecipe>> GetAllRecipesFromBuilding(UObject* WorldContext, TSubclassOf<AFGBuildableManufacturer> Building)

/** Get all recipes in game from a Category */
TArray<TSubclassOf<UFGRecipe>> GetAllRecipesFromCategory(UObject* WorldContext, TSubclassOf<UFGItemCategory> Category);

/** Get all recipes in game from a Building AND Category */
TArray<TSubclassOf<UFGRecipe>> GetAllRecipesFromBuildingAndCat(UObject* WorldContext, TSubclassOf<AFGBuildableManufacturer> Building, TSubclassOf<UFGItemCategory> Category)

/** Get all recipes in game from a Building AND Categorys */
TArray<TSubclassOf<UFGRecipe>> GetAllRecipesFromBuildingAndCats(UObject* WorldContext, TSubclassOf<AFGBuildableManufacturer> Building, TArray<TSubclassOf<UFGItemCategory>> Categorys)

/** Get all recipes in game from Categorys */
TArray<TSubclassOf<UFGRecipe>> GetAllRecipesFromCategorys(UObject* WorldContext, TArray<TSubclassOf<UFGItemCategory>> Categorys)

/** Get all recipes in game from a Mod */
TArray<TSubclassOf<UFGRecipe>> GetAllModRecipes(UObject* WorldContext, FName ModName)

/** Get all recipes in game from Mods */
TArray<TSubclassOf<UFGRecipe>> GetAllModsRecipes(UObject* WorldContext, TArray<FName> ModNames)

/** Get all recipes in game from Mods with Infos from where it from */
TArray<FKBFLRecipeInfo> GetAllModsRecipesWithInfo(UObject* WorldContext, TArray<FName> ModNames)

/** Return has this Recipe a Form in it */
bool HasRecipeForm(TSubclassOf<UFGRecipe> Recipe, KBFLInOut Side, EResourceForm Form)

/** Moves all Recipes from a building to a other */
void CDO_MoveRecipesFromBuilding(UObject* WorldContext, TSoftClassPtr<UObject> From, TSoftClassPtr<UObject> To, TArray<TSubclassOf<class UFGItemCategory>> IgnoreCategory, TArray<TSubclassOf<UFGRecipe>> IgnoreRecipe)```
/** Remove a Array from Resources from the Scanner */
void RemoveArrayFromScanners(UObject* WorldContext, const TArray<TSubclassOf<UFGResourceDescriptor>> Resources)

/** Remove all from the Scanner what not in the Array */
void RemoveAllNotAllowedScanners(UObject* WorldContext, const TArray<TSubclassOf<UFGResourceDescriptor>> Resources)

/** Remove one Resource from the Scanner */
void RemoveFromScanner(UObject* WorldContext, const TSubclassOf<UFGResourceDescriptor> Resource)

/** Remove all Resource Nodes from a Class */
void RemoveNodeClassFromWorld(UObject* WorldContext, const TSubclassOf<AFGResourceNode> NodeClass)

/** Remove all Resource Nodes from a resource item Class */
void RemoveNodeResourceClassFromWorld(UObject* WorldContext, const TSubclassOf<UFGResourceDescriptor> Resource)

/** Remove all Resource Nodes from a Array of resource item Class */
void RemoveNodeResourcesClassFromWorld(UObject* WorldContext, const TArray<TSubclassOf<UFGResourceDescriptor>> Resources)

/** Remove all Resource not what NOT in the Array */
void RemoveNodeNOTResourcesClassFromWorld(UObject* WorldContext, const TArray<TSubclassOf<UFGResourceDescriptor>> Resources)
/** Can Bind a Event what hit on construct a widget from a Class (Contain the widget Object) */
void BindOnWidget(const TSubclassOf<UUserWidget> WidgetClass, FOnWidgetCreated Binding)
[AccessTransformers]
Accessor=(Class="UFGRecipe", Property="mDisplayNameOverride")
Accessor=(Class="UFGRecipe", Property="mDisplayName")
Accessor=(Class="UFGRecipe", Property="mIngredients")
Accessor=(Class="UFGRecipe", Property="mProduct")
Accessor=(Class="UFGRecipe", Property="mOverriddenCategory")
Accessor=(Class="UFGRecipe", Property="mManufacturingMenuPriority")
Accessor=(Class="UFGRecipe", Property="mManufactoringDuration")
Accessor=(Class="UFGRecipe", Property="mManualManufacturingMultiplier")
Accessor=(Class="UFGRecipe", Property="mProducedIn")
Accessor=(Class="UFGRecipe", Property="mRelevantEvents")
Accessor=(Class="UFGRecipe", Property="mVariablePowerConsumptionConstant")
Accessor=(Class="UFGRecipe", Property="mVariablePowerConsumptionFactor")

Accessor=(Class="UFGItemDescriptor", Property="mUseDisplayNameAndDescription")
Accessor=(Class="UFGItemDescriptor", Property="mDisplayName")
Accessor=(Class="UFGItemDescriptor", Property="mDescription")
Accessor=(Class="UFGItemDescriptor", Property="mAbbreviatedDisplayName")
Accessor=(Class="UFGItemDescriptor", Property="mStackSize")
Accessor=(Class="UFGItemDescriptor", Property="mCanBeDiscarded")
Accessor=(Class="UFGItemDescriptor", Property="mRememberPickUp")
Accessor=(Class="UFGItemDescriptor", Property="mEnergyValue")
Accessor=(Class="UFGItemDescriptor", Property="mRadioactiveDecay")
Accessor=(Class="UFGItemDescriptor", Property="mForm")
Accessor=(Class="UFGItemDescriptor", Property="mSmallIcon")
Accessor=(Class="UFGItemDescriptor", Property="mPersistentBigIcon")
Accessor=(Class="UFGItemDescriptor", Property="mConveyorMesh")
Accessor=(Class="UFGItemDescriptor", Property="mPreviewView")
Accessor=(Class="UFGItemDescriptor", Property="mItemCategory")
Accessor=(Class="UFGItemDescriptor", Property="mFluidColor")
Accessor=(Class="UFGItemDescriptor", Property="mGasColor")

Accessor=(Class="UFGBuildingDescriptor", Property="mOverrideDisplayNameAndDescription")
Accessor=(Class="UFGBuildingDescriptor", Property="mBuildableClass")

Accessor=(Class="UFGBuildDescriptor", Property="mBuildCategory")
Accessor=(Class="UFGBuildDescriptor", Property="mSubCategories")
Accessor=(Class="UFGBuildDescriptor", Property="mBuildMenuPriority")

Accessor=(Class="UFGItemDescriptorNuclearFuel", Property="mSpentFuelClass")
Accessor=(Class="UFGItemDescriptorNuclearFuel", Property="mAmountOfWaste")

Accessor=(Class="AFGResourceNode", Property="mPurity")
Accessor=(Class="AFGResourceNode", Property="mAmount")
Accessor=(Class="AFGResourceNode", Property="mResourcesLeft")

Accessor=(Class="AFGResourceNodeBase", Property="mResourceClass")

Accessor=(Class="AFGResourceNodeFrackingCore", Property="mSatellites")
Accessor=(Class="AFGResourceNodeFrackingCore", Property="mActivator")

Accessor=(Class="AFGBuildable", Property="mHologramClass")
Accessor=(Class="AFGBuildable", Property="mDisplayName")
Accessor=(Class="AFGBuildable", Property="mDescription")
Accessor=(Class="AFGBuildable", Property="MaxRenderDistance")
Accessor=(Class="AFGBuildable", Property="mPoolHandles")
Accessor=(Class="AFGBuildable", Property="mInteractWidgetClass")
Accessor=(Class="AFGBuildable", Property="mNumFactoryConnections")
Accessor=(Class="AFGBuildable", Property="mNumPowerConnections")
Accessor=(Class="AFGBuildable", Property="mInteractingPlayers")
Accessor=(Class="AFGBuildable", Property="mShouldModifyWorldGrid")

Accessor=(Class="AFGBuildableFactory", Property="mPowerConsumption")
Accessor=(Class="AFGBuildableFactory", Property="mPowerConsumptionExponent")
Accessor=(Class="AFGBuildableFactory", Property="mEffectUpdateInterval")
Accessor=(Class="AFGBuildableFactory", Property="mEffectUpdateAccumulator")
Accessor=(Class="AFGBuildableFactory", Property="mCachedFluidStackSize")
Accessor=(Class="AFGBuildableFactory", Property="mCachedProductionStatus")
Accessor=(Class="AFGBuildableFactory", Property="mCachedSkeletalMeshes")

Accessor=(Class="AFGBuildableLightSource", Property="mIsEnabled")
Accessor=(Class="AFGBuildableLightSource", Property="mCurrentLightColor")
Accessor=(Class="AFGBuildableLightSource", Property="mPowerConsumption")
Accessor=(Class="AFGBuildableLightSource", Property="mHasPower")
Accessor=(Class="AFGBuildableLightSource", Property="mIsDay")

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Info

Created: Aug 30, 2021, 6:30:49 AM
Views: 140,791
Downloads: 21,836
Reference: KBFL