unreal.MassEQSBlueprintLibrary

class unreal.MassEQSBlueprintLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Function library for interfacing with EntityInfo inside blueprints.

C++ Source:

  • Plugin: MassGameplay

  • Module: MassEQS

  • File: MassEQSBlueprintLibrary.h

classmethod contains_entity(entity_list, entity_info) bool

Custom array-contains function, as the Blueprint version did not seem to work.

Parameters:
Return type:

bool

classmethod entity_comparison(a, b) bool

Custom comparison function, as the Blueprint Equals did not seem to work.

Parameters:
Return type:

bool

classmethod entity_to_string(entity_info) str

Utils

Parameters:

entity_info (MassEnvQueryEntityInfoBlueprintWrapper)

Return type:

str

classmethod get_cached_entity_position(entity_info) Vector

Get Cached Entity Position

Parameters:

entity_info (MassEnvQueryEntityInfoBlueprintWrapper)

Return type:

Vector

classmethod get_current_entity_position(owner, entity_info) Vector

Get Current Entity Position

Parameters:
Return type:

Vector

classmethod get_enviroment_query_result_as_entity_info(query_instance) Array[MassEnvQueryEntityInfoBlueprintWrapper]

Outputs an array filled with resulting EntityInfos. Note that it makes sense only if ItemType is a EnvQueryItemType_MassEntityHandle-derived type.

Parameters:

query_instance (EnvQueryInstanceBlueprintWrapper)

Return type:

Array[MassEnvQueryEntityInfoBlueprintWrapper]

classmethod send_signal_to_entity(owner, entity_info, signal) None

Sends the input Signal to the Entity defined by EntityInfo.EntityHandle using the UMassSignalSubsystem.

Parameters: