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✨ Gorgeous Player Controller (Blueprint & C++)

Short Description

The AGorgeousPlayerController class extends the standard Unreal Engine APlayerController by adding an object variable system, allowing you to store and manage player controller-specific data during gameplay.

Long Description

AGorgeousPlayerController enhances the standard Unreal Engine APlayerController by integrating with the Gorgeous Things object variable system. It provides a structured way to store and access player controller-specific data through the AdditionalGorgeousData property, which is a map of named object variables. This allows you to maintain player controller settings, input configurations, and other important information that needs to be accessible throughout your game.

πŸš€ Features

AdditionalGorgeousData

A map of object variables that extends the standard player controller with persistent data storage capabilities. This property allows you to store various types of data specific to your player controller that need to be accessible during gameplay.

Property Type Description
AdditionalGorgeousData TMap<FName, UGorgeousObjectVariable*> A map of named object variables that store additional data for the player controller.
Tip

You can use this property to store various types of data, such as: - Player controller settings - Input configurations - UI preferences - Player-specific gameplay data - Any other data that needs to be accessible during gameplay

Important

Each entry in the map is associated with a unique name and is represented by an UGorgeousObjectVariable. When new entries are added in the editor, their UniqueIdentifier is automatically updated.

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Access the AdditionalGorgeousData map in your blueprint.

// Accessing data from the AdditionalGorgeousData map
AGorgeousPlayerController* PlayerController = Cast<AGorgeousPlayerController>(GetWorld()->GetFirstPlayerController());
if (PlayerController)
{
    // Get a specific object variable by name
    UGorgeousObjectVariable* MyData = PlayerController->AdditionalGorgeousData.FindRef(FName("MyDataName"));
    if (MyData)
    {
        // Use the object variable
        // ...
    }
}

πŸ”§ Implementation Details

The AGorgeousPlayerController class uses several helper macros to simplify its implementation:

  • UE_DECLARE_QOF_CLASS_INIT_INVOKE_ADDITIONAL_DATA: Used in the BeginPlay function to initialize the additional data.
  • UE_DECLARE_QOF_CLASS_POST_EDIT_CHANGE_PROPERTY: Used to handle property changes in the editor.

These macros are defined in the GorgeousQualityOfLIfeHelperMacros.h file and provide a standardized way to implement common functionality across different classes in the Gorgeous Things ecosystem.

πŸ”„ Integration with Object Variables

The AGorgeousPlayerController class integrates with the Gorgeous Things object variable system, allowing you to store and manage player controller-specific data. This integration provides several benefits:

  1. Persistence: Data stored in object variables persists throughout the game session.
  2. Type Safety: Object variables provide type safety and validation for stored data.
  3. Serialization: Object variables can be easily serialized for saving and loading.
  4. Network Replication: Object variables support network replication for multiplayer games.

To use this functionality, you need to:

  1. Create a custom player controller class that inherits from AGorgeousPlayerController.
  2. Add object variables to the AdditionalGorgeousData map in the editor or at runtime.
  3. Access the object variables through the map using their names.