The Tools Function Library is a versatile collection of extra utility functions designed to streamline and simplify common tasks in Unreal Engine game development.
This library is a useful resource for any Unreal Engine project, offering a wide range of functions that provide essential functionality for various game development needs.
Print
Print
Print a message on screen and/or console. (In Development, Debug or Editor mode)
Check your Verbosity setting to select where this message is printed.
Parameters
Message: string(Omittable) Owner:ref// Object that called this function.
$ ^Quillscript.Tools.Print Hello
$ ^Quillscript.Tools.Print 'Print this message'
$ ^Quillscript.Tools.Print 'Print this message' {&Script}
#include"Utils/Tools.h"...// Macro (Only inside an UObject method)PRINT("Print this message");// Function call.UTools::Print("Print this message", MyObject);
Success
Print a success message on screen and/or console. (In Development, Debug or Editor mode)
Check your Verbosity setting to select where this message is printed.
Parameters
Message: string(Omittable) Owner:ref// Object that called this function.
$ ^Quillscript.Tools.Success Hello
$ ^Quillscript.Tools.Success 'Print this message'
$ ^Quillscript.Tools.Success 'Print this message' {&Script}
#include"Utils/Tools.h"...// Macro (Only inside an UObject method)SUCCESS("Print this message");// Function call.UTools::Success("Print this message", MyObject);
Warning
Print a warning message on screen and/or console. (In Development, Debug or Editor mode)
Check your Verbosity setting to select where this message is printed.
Parameters
Message: string(Omittable) Owner:ref// Object that called this function.
$ ^Quillscript.Tools.Warning Hello
$ ^Quillscript.Tools.Warning 'Print this message'
$ ^Quillscript.Tools.Warning 'Print this message' {&Script}
#include"Utils/Tools.h"...// Macro (Only inside an UObject method)WARNING("Print this message");// Function call.UTools::Warning("Print this message", MyObject);
Error
Print an error message on screen and/or console. (In Development, Debug or Editor mode)
Check your Verbosity setting to select where this message is printed.
Parameters
Message: string(Omittable) Owner:ref// Object that called this function.
$ ^Quillscript.Tools.Error Hello
$ ^Quillscript.Tools.Error 'Print this message'
$ ^Quillscript.Tools.Error 'Print this message' {&Script}
#include"Utils/Tools.h"...// Macro (Only inside an UObject method)ERROR("Print this message");// Function call.UTools::Error("Print this message", MyObject);
Log
Print a message on screen and/or console with control params. (In Development, Debug or Editor mode)
Check your Verbosity setting to select where this message is printed.
Parameters
Message: string(Omittable) Owner:ref// Object that called this function.(Omittable) PrintType:PrintType [ Log, Success, Warning, Error ]
$ ^Quillscript.Tools.Log Hello
$ ^Quillscript.Tools.Log 'Print this message'
$ ^Quillscript.Tools.Log 'Print this message' {&Script} Error
#include"Utils/Tools.h"...UTools::Log("Print this message", MyObject, EPrintType::Error);
Utilities
Rename Object
Rename the given object.
This function is useful to give a know name to an object and reference it later by name in script like:
$ &ObjName.ObjFunction
Attempts to locate a class by its path, specified as a string. This function is a valuable utility for dynamically finding and accessing classes within your Unreal Engine project based on their defined paths.
Parameters
Path: string
// Store class reference in {&ReturnValue}.
$ ^Quillscript.Tools.FindClassByPath /Game/Path/To/Blueprint.Blueprint
$ ^Quillscript.Tools.FindClassByPath /Game/Path/To/Blueprint.Blueprint_C
$ ^Quillscript.Tools.FindClassByPath Module.ClassName
Serves as a shortcut utility designed for use inside static methods that have a WorldContextObject parameter. It allows you to determine whether the current execution context possesses authority, using the GetFirstPlayerController, which is often associated with server or authoritative roles in networked multiplayer games.
While this function provides a convenient way to check authority within static methods, it's important to note that if your function already has access to HasAuthority() through other means, it's advisable to use those methods instead.
Parameters
WorldContextObject:ref
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.HasAuthority
#include"Utils/Tools.h"...// Macro (Only inside functions with a 'WorldContextObject' variable)if (HAS_AUTHORITY()){ // Implementation.}// Function call.if (UTools::HasAuthority(WorldContextObject)){ // Implementation.}
Is Module Loaded
Check whether a specific module or plugin is currently loaded within the Unreal Engine project. This function provides a straightforward way to determine if a particular module or plugin is available and active for use in your project.
Parameters
ModuleName: name
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.IsModuleLoaded ModuleName
Check whether a specific module or plugin is currently loaded within the Unreal Engine project. This function provides a straightforward way to determine if a particular module or plugin is available and active for use in your project.
Fetch a level transition option by providing the option's key. This function is particularly useful when you need to access specific transition options after a level change, allowing you to retrieve and utilize option values as needed.
Parameters
WorldContextObject:refKey: stringValue: string
// Store if level option exists in {$ReturnValue}.
// Store level option value in {&Value}.
$ ^Quillscript.Tools.RetrieveOption MyKey
Sort an array of strings in alphabetical order. This function allows you to arrange a collection of strings into ascending alphabetical sequence, making it easier to manage and organize string data.
Parameters
Strings: array[string]
// Store result in {&ReturnValue}.
$ MyArray = '("Snowfall","Unreal Engine","Quillscript")'
$ ^Quillscript.Tools.SortStringsAlphabetically {MyArray}
Register a string table by path. This function is useful when a string table is used by path and never referenced, causing it to not be loaded during runtime.
Parameters
StringTablepPath: name
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.RegisterStringTable /Game/Folder/MyTable.MyTable
Retrieves the project name that is configured in the 'Edit > Project Settings > Project > Description > Project Name' field. This function allows you to access the project's name programmatically.
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.GetProjectName
Retrieves the project version that is set in the 'Edit > Project Settings > Project > Description > Project Version' field. You can use this function to access the project's version number within your code.
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.GetProjectVersion
Fetches the company name specified in the 'Edit > Project Settings > Project > Description > Company Name' field. This function is useful for obtaining the company name associated with your project.
// Store result in {&ReturnValue}.
$ ^Quillscript.Tools.GetCompanyName