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UE4-VisualAssist-Snippets

A record of handy visual assist snippets for Unreal Engine 4.

uebeginplay

void A$FILE_BASE$::BeginPlay() {
  $end$
}

uebind

$PlayerInputComponent$->Bind$Axis$("$Turn$", $Event=IE_Pressed,$ this, &A$FILE_BASE$::$MyFunc$);$end$

uecheck

check($Pointer$ != nullptr);$end$

ueco

A$FILE_BASE$::A$FILE_BASE$() {
  $end$
}

uecdso

CreateDefaultSubobject<$USceneComponent$>(TEXT("$Root$"));
$end$

uelog

UE_LOG($LogTemp$, $Warning$, TEXT("$Message$"))$end$

ueoverlap

void A$FILE_BASE$::HandleOverlap(
  UPrimitiveComponent* OverlappedComponent,
  AActor* OtherActor,
  UPrimitiveComponent* OtherComp,
  int32 OtherBodyIndex,
  bool bFromSweep,
  const FHitResult & SweepResult
) {
  //Don't forget to bind
  //OverlapComp->OnComponentBeginOverlap.AddDynamic(this, &MyClassName::HandleOverlap);
  $end$
}

ueprintscreen

if (GEngine) {
  GEngine->AddOnScreenDebugMessage(
    -1, 
    15.0f, 
    FColor::Yellow, 
    FString::Printf(TEXT("$say$: %$f$"), $Output$)
  );
}
$end$

uetick

void A$FILE_BASE$::Tick(float DeltaTime) {
  Super::Tick(DeltaTime);
  $end$
}

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A personal record of handy visual assist snippets

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