Operating System Simulator Plugin  3.5.1
Unreal Engine plugin that simulates an Operating System Environment
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UOperatingSystemBaseHardware Class Reference

#include "OperatingSystemBaseHardware.h"

Inheritance diagram for UOperatingSystemBaseHardware:
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Collaboration diagram for UOperatingSystemBaseHardware:
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Public Member Functions

 UOperatingSystemBaseHardware ()
 
FText GetHardwareName () const
 
FText GetHardwareMadeBy () const
 
FText GetModelNumber () const
 
FString GetHardwareNameAsString () const
 Returns the name of the hardware as a string.
 
FGameplayTag GetHardwareTag () const
 Returns the hardware tag associated with the hardware object.
 

Protected Member Functions

bool Validate (FGenericError &OutError) const
 Validates the current state of the operating system hardware object.
 
virtual bool OnValidate (FGenericError &OutError) const
 This method is called to validate the current state of the object.
 
bool K2_OnValidate (FGenericError &OutError) const
 

Protected Attributes

FText Name
 
FText MadeBy
 
FText ModelNumber
 
FGameplayTag HardwareTag
 
bool bHasBlueprintValidateFunction
 

Detailed Description

Base class for operating system hardware.

This class represents a base class for operating system hardware objects. It contains properties and methods that are common for all types of hardware.

Constructor & Destructor Documentation

◆ UOperatingSystemBaseHardware()

UOperatingSystemBaseHardware::UOperatingSystemBaseHardware ( )
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Member Function Documentation

◆ GetHardwareMadeBy()

FText UOperatingSystemBaseHardware::GetHardwareMadeBy ( ) const
inline

Retrieves the manufacturer of the hardware.

Returns
The manufacturer of the hardware as a text string.

◆ GetHardwareName()

FText UOperatingSystemBaseHardware::GetHardwareName ( ) const
inline

Returns the name of the hardware.

Returns
The name of the hardware as a FText object.

◆ GetHardwareNameAsString()

FString UOperatingSystemBaseHardware::GetHardwareNameAsString ( ) const
inline

Returns the name of the hardware as a string.

This method returns the name of the hardware object as a string. It converts the FText value of the name property to a string and returns it.

Returns
The name of the hardware as a string.

◆ GetHardwareTag()

FGameplayTag UOperatingSystemBaseHardware::GetHardwareTag ( ) const
inline

Returns the hardware tag associated with the hardware object.

This method returns the hardware tag associated with the hardware object. The hardware tag is a unique identifier that can be used to distinguish between different types of hardware. It is represented as a FGameplayTag object.

Returns
The hardware tag associated with the hardware object.

◆ GetModelNumber()

FText UOperatingSystemBaseHardware::GetModelNumber ( ) const
inline

This method returns the model number of the hardware.

Returns
The model number of the hardware as a FText object.

◆ K2_OnValidate()

bool UOperatingSystemBaseHardware::K2_OnValidate ( FGenericError & OutError) const
protected

This method is called to validate the current state of the object. It is a BlueprintNativeEvent, which means that it can be overridden in Blueprint subclasses. You must NOT call super (or parent in Blueprint) on this event since native event will always return false.

Parameters
OutErrorA reference to a FGenericError object to receive any error messages if the validation fails.
Returns
true if the object's state is valid, false otherwise.
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◆ OnValidate()

bool UOperatingSystemBaseHardware::OnValidate ( FGenericError & OutError) const
protectedvirtual

This method is called to validate the current state of the object.

Parameters
OutErrorA reference to a FGenericError object to receive any error messages if the validation fails.
Returns
true if the object's state is valid, false otherwise.

Reimplemented in UOperatingSystemCPU, UOperatingSystemGPU, UOperatingSystemHDD, UOperatingSystemMBB, UOperatingSystemPSU, and UOperatingSystemRAM.

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◆ Validate()

bool UOperatingSystemBaseHardware::Validate ( FGenericError & OutError) const
protected

Validates the current state of the operating system hardware object.

This method is called to validate the current state of the operating system hardware object. It checks if the name and tag of the hardware are valid, and optionally calls the K2_On Validate or OnValidate method to perform additional validation.

Warning
You must NOT call super (or parent in Blueprint) on this event since native event will always return false.
Parameters
OutErrorA reference to a FGenericError object to receive any error messages if the validation fails.
Returns
true if the object's state is valid, false otherwise.
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Member Data Documentation

◆ bHasBlueprintValidateFunction

bool UOperatingSystemBaseHardware::bHasBlueprintValidateFunction
protected

◆ HardwareTag

FGameplayTag UOperatingSystemBaseHardware::HardwareTag
protected

A tag that identifies this hardware

◆ MadeBy

FText UOperatingSystemBaseHardware::MadeBy
protected

Which company made this?

◆ ModelNumber

FText UOperatingSystemBaseHardware::ModelNumber
protected

A model number.

◆ Name

FText UOperatingSystemBaseHardware::Name
protected

Name of this hardware.


The documentation for this class was generated from the following files: