Base Function Library

The FL_Base class is a Blueprint Function Library in Unreal Engine, part of the Ino Essentials Plugin. It provides various utility functions that can be used in Blueprint to simplify common tasks, such as logging, clipboard operations, environment variable access, and more.


Blueprint Function: Is Editor?

Description: Checks if the game is currently running in the Unreal Editor environment.

Function Signature:

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Is Editor?", Keywords = "is editor "), Category = "Ino|FL|Base")
static bool IsEditor();

Usage:

static bool bIsEditor = UFL_Base::IsEditor();

Returns:

  • true if running in the Editor.

  • false if running in a packaged game.


Blueprint Function: Get Environment Variable

Description: Retrieves the value of a specified environment variable.

Function Signature:

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Environment Variable", Keywords = "Get Environment Variable"), Category = "Ino|FL|Base")
static bool GetEnvironmentVariable(FString Env_Variable, FString& Env_Value);

Parameters:

  • Env_Variable: The name of the environment variable to retrieve.

  • Env_Value: Output parameter to hold the value of the environment variable.

Returns:

  • true if the environment variable is found and Env_Value is set.

  • false if the environment variable is not found.


Blueprint Function: Ino Log

Description: Logs a message with optional categories, colors, and display options. This function provides a flexible logging system suitable for different contexts.

Function Signature:

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Ino Log", Keywords = "Print, String, Log", WorldContext="WorldContextObject", HidePin = "WorldContextObject", CallableWithoutWorldContext, AdvancedDisplay = "3", GameplayTagFilter = "Ino.Log.", AutoCreateRefTerm = "Type, Category"), Category = "Ino|FL|Base")
static void InoLog(
    const UObject* WorldContextObject,
    const FString& InString = FString(TEXT("Hello")),
    float Duration = 5.f,
    const FGameplayTag& Type = FGameplayTag(),
    const FGameplayTag& Category = FGameplayTag(),
    bool bScreenPrint = true,
    bool bOutputPtint = true,
    bool bInoLog = false,
    bool bServerLog = false,
    FLinearColor CustomColor = FLinearColor(1.0, 1.0, 1.0),
    const FString& key = FString(TEXT("None")),
    bool bShowObjectName = true,
    bool bShowCategory = false,
    bool bShowTime = false
);

Parameters:

  • WorldContextObject: Context object for accessing the world.

  • InString: The message to log.

  • Duration: Duration to display the message if using screen print.

  • Type: Gameplay tag defining the log type.

  • Category: Gameplay tag defining the log category.

  • bScreenPrint: Whether to print the message on the screen.

  • bOutputPtint: Whether to print the message to the output log.

  • bInoLog: Whether to send the message to InoLog.

  • bServerLog: Whether to log the message on the server.

  • CustomColor: Custom color for the log message.

  • key: Identifier for grouping log messages.

  • bShowObjectName: Whether to include the object name in the log.

  • bShowCategory: Whether to include the category in the log.

  • bShowTime: Whether to include the timestamp in the log.

Output:

  • The log message will be printed with the specified options, including color and tags.


Blueprint Function: Get Current ViewMode

Description: Retrieves the current input mode of the player, useful for determining if the player is interacting with UI elements or the game world.

Function Signature:

UFUNCTION(BlueprintCallable, Category = "Ino|FL|Base", meta = (DisplayName = "Get Current ViewMode", Keywords = "get current input mode, input mode, ui mode"))
static EViewMode GetCurrentViewMode(const APlayerController *PlayerController);

Parameters:

  • PlayerController: The player controller to evaluate.

Returns:

  • EViewMode: The current view mode (GameOnly, UIOnly, GameAndUI, or None).


Blueprint Function: Set Clipboard

Description: Copies a specified string to the system clipboard.

Function Signature:

UFUNCTION(BlueprintCallable, Category = "Ino|FL|Base")
static void SetClipboard(FString InputString);

Parameters:

  • InputString: The string to copy to the clipboard.


Blueprint Function: Get Clipboard

Description: Retrieves the current content of the system clipboard.

Function Signature:

UFUNCTION(BlueprintCallable, Category = "Ino|FL|Base")
static void GetClipboard(FString &OutputString);

Parameters:

  • OutputString: The string to store the clipboard content.


Blueprint Function: Get Project Version

Description: Gets the version of the current project as defined in the project settings.

Function Signature:

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Project Version"), Category = "Ino|FL|Base")
static FString GetProjectVersion();

Returns:

  • FString: The version of the project.


Blueprint Function: Call Blueprint Function By Name

Description: Calls a Blueprint function by name on the specified target object.

Function Signature:

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Call Blueprint Function By Name"), Category = "Ino|FL|Base")
static bool CallBlueprintFunctionByName(UObject* TargetObject, const FName& FunctionName);

Parameters:

  • TargetObject: The object that contains the Blueprint function.

  • FunctionName: The name of the function to call.

Returns:

  • true if the function was successfully called.

  • false if the function could not be found or the target object is null.

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