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Interface C++ Exposee au Blueprint

Resume de l interface C++ exposee au Blueprint. Pas d implementation detaillee -- seuls les signatures et descriptions sont documentes.

Total: 110 fonctions exposees dans 28 categories.

Vue d'ensemble par categorie​

CategorieCountModule
Archway|Core|Administrative Division4ArchwayCore
Archway|Core|Border Pipeline1ArchwayCore
Archway|Core|Border Pipeline|Validation1ArchwayCore
Archway|Core|Border Utilities3ArchwayCore
Archway|Core|Game State Registry6ArchwayCore
Archway|Core|Game State Registry|Save2ArchwayCore
Archway|Core|Instance Renderer|Config2ArchwayCore
Archway|Core|Instance Renderer|Global Control5ArchwayCore
Archway|Core|Instance Renderer|Management9ArchwayCore
Archway|Core|Label System|Pathfinding3ArchwayCore
Archway|Core|Loading3ArchwayCore
Archway|Core|Notifications6ArchwayCore
Archway|Core|Rendering4ArchwayCore
Archway|Core|SaveLoad3ArchwayCore
Archway|Core|Territory Actor2ArchwayCore
Archway|Core|Territory Manager22ArchwayCore
Archway|Core|Territory Manager|Editor1ArchwayCore
Archway|Core|Territory Manager|Load1ArchwayCore
Archway|Core|Territory Manager|Save3ArchwayCore
Archway|Core|Territory Manager|Transfer Queue5ArchwayCore
Archway|Core|Visual Theme2ArchwayCore
Archway|Diplomacy3ArchwayCore
Archway|Interaction1ArchwayCore
Archway|Dynamic Border Rendering1ArchwayCore
Label2ArchwayCore
Territory Manager|Label API2ArchwayCore
Territory Manager|Query9ArchwayCore
Territory Manager|Rendering4ArchwayCore

Detail par categorie​

Archway|Core|Administrative Division​

FonctionReturnParametresSpecDescription
BuildLandmassesFromIndexedDatavoidconst FIndexedBorderData &IndexedData, TMap<FName, FLandmassArray> &OutProvinceLandmasses, float PositionScale = 1.0f, int32 SmoothingIterations = 0, float SmoothingStrength = 0.5f, int32 MinLoopSize = 10, bool bEnableVertexWelding = trueBlueprintCallableAssembles complete landmass polygons from indexed border data. Supports smoothing, vertex welding...
GetProvincesFromAdministrativeTitlevoidconst UAdministrativeDivisionsDataAsset *Asset, uint8 SearchLayer, FName TitleID, UPARAM(ref) TArray<FName> &OutProvincesBlueprintCallableRetrieves all province IDs under a specific administrative title in the hierarchy.
BakeAdministrativeHierarchyvoidUAdministrativeDivisionsDataAsset *AssetBlueprintCallablePre-computes aggregated province lists for all administrative titles in the data asset.
GetAggregatedProvincesFromTitlesTArray<FName>const UAdministrativeDivisionsDataAsset *Asset, uint8 SearchLayer, const TArray<FName> &TitleIDsBlueprintCallableReturns all provinces aggregated from multiple administrative titles at a given layer.

Archway|Core|Border Pipeline​

FonctionReturnParametresSpecDescription
AssembleTaggedSegmentsboolconst TArray<FTaggedBorderSegment> &InTaggedSegments, int32 LandmassIDStart, TArray<FVisualizedLandmass> &OutAssembledChains, TArray<FName> &OutAssembledSegmentIDs, int32 &OutLastLandmassID, FString &ErrorMessage, int32 MinPointsCount = 15BlueprintCallableAssembles tagged border segments into continuous chains/landmasses. Returns error message on fail...

Archway|Core|Border Pipeline|Validation​

FonctionReturnParametresSpecDescription
SanitizeIndexedDatavoidFIndexedBorderData &InOutData, FSanitizationStats &OutStats, bool bFixOwnerInconsistencies = trueBlueprintCallableValidates and fixes inconsistencies in indexed border data (owner mismatches, invalid junctions)....

Archway|Core|Border Utilities​

FonctionReturnParametresSpecDescription
ResolveCanonicalSegmentIDFNameFName RawSegmentIDBlueprintCallableReturns the canonical (normalized) segment ID for a given raw segment ID. Handles bidirectional s...
GenerateAsymmetricalSegmentIDFNameFName OwnerID, const TArray<FTaggedBorderPoint> &TaggedPointsBlueprintPureCreates a unique segment ID from owner province ID and tagged border points.
GetInvolvedProvincesFromSegmentTArray<FName>const FTaggedBorderSegment& SegmentBlueprintPureReturns all province IDs involved in a given tagged border segment.

Archway|Core|Game State Registry​

FonctionReturnParametresSpecDescription
UpdateSegmentStatevoidFName SegmentID, FName NewStateBlueprintCallableSets the diplomatic state for a single border segment.
UpdateSegmentStatesFromListvoidconst TArray<FName>& SegmentIDs, FName NewStateBlueprintCallableBatch-updates the state for multiple segments to the same new state.
UpdateSegmentStatesvoidconst TMap<FName, FNameArray>& StateToSegmentsMapBlueprintCallableBatch-updates segment states from a map of state->segment lists.
HasAnySegmentWithStateboolFName StateNameBlueprintCallable, BlueprintPureQuery: returns true if any segment has the given state.
GetStatesForSegmentsTMap<FName, FNameArray>const TArray<FName>& SegmentIDsBlueprintPure
GetNonDefaultStateSegmentsTMap<FName, FNameArray>``BlueprintPure

Archway|Core|Game State Registry|Save​

FonctionReturnParametresSpecDescription
GetSegmentStatesMapTMap<FName, FName>``BlueprintPure
RestoreSegmentStatesvoidconst TMap<FName, FName>& SavedStatesBlueprintCallableRestores segment states from saved data during game load.

Archway|Core|Instance Renderer|Config​

FonctionReturnParametresSpecDescription
GetLayerConfigUInstanceLayerConfig*``BlueprintPureReturns the layer configuration data asset.
GetGlobalParametersUMaterialParameterCollection*``BlueprintPureReturns the global material parameter collection.

Archway|Core|Instance Renderer|Global Control​

FonctionReturnParametresSpecDescription
SetGlobalMapModevoidfloat MapModeIDBlueprintCallableSets the global map mode material parameter across all instances.
SetGlobalHighlightvoidfloat MapModeID, float TerritoryIDBlueprintCallableHighlights a specific territory in the given map mode.
ClearGlobalHighlightvoid``BlueprintCallableRemoves the current territory highlight.
SetGlobalSelectionvoidfloat MapModeID, float TerritoryIDBlueprintCallableSelects a specific territory in the given map mode.
ClearGlobalSelectionvoid``BlueprintCallableRemoves the current territory selection.

Archway|Core|Instance Renderer|Management​

FonctionReturnParametresSpecDescription
RegisterSourcevoidUInstanceSourceComponent* SourceComponentBlueprintCallableRegisters an InstanceSourceComponent as a data source for this renderer.
UnregisterSourcevoidUInstanceSourceComponent* SourceComponentBlueprintCallableUnregisters a previously registered InstanceSourceComponent.
RequestFullUpdatevoid``BlueprintCallableTriggers a full rebuild of all HISM instances.
RequestEditorUpdatevoid``BlueprintCallableTriggers an instance rebuild for editor-time updates.
RequestOwnerUpdatevoidconst FName& OwnerIDBlueprintCallableTriggers an instance rebuild for a specific territory owner.
RequestOwnersUpdatevoidconst TArray<FName>& OwnerIDsBlueprintCallableBatch version - triggers rebuild for multiple territory owners.
UpdateOwnerVisualsvoidconst FName& OwnerIDBlueprintCallableUpdates visual representation for a specific owner (color, map mode).
UpdateOwnersVisualsvoidconst TArray<FName>& OwnerIDsBlueprintCallableBatch version - updates visuals for multiple owners.
UpdateFullVisualsvoid``BlueprintCallableUpdates visuals for all territory instances.

Archway|Core|Label System|Pathfinding​

FonctionReturnParametresSpecDescription
FindPathFromBorderTextureTArray<FIntPoint>const TArray<FLinearColor>& PixelData, int32 Width, int32 HeightBlueprintCallableCalcule un chemin a partir d une texture de border pour le positionnement des labels.
RemapPathToWorldSpaceTArray<FVector>const TArray<FIntPoint>& PathInTextureSpace, const FBox& WorldBoundingBox, FVector2D TextureSizeBlueprintCallable, BlueprintPureConverts a texture-space path to world-space coordinates.
GenerateGuidedSplineTArray<FVector>const TArray<FVisualizedLandmass>& LandmassGroup, const TArray<FVector>& RidgePathWorld, const FGuidedSplineParams& Params, EHorizontalDirectionOrder HorizontalOrder = EHorizontalDirectionOrder::LeftToRight, EVerticalDirectionOrder VerticalOrder = EVerticalDirectionOrder::TopToBottom, bool bDebugMode = falseBlueprintCallableGenerates a guided spline path through a landmass group using ridge path data.

Archway|Core|Loading​

FonctionReturnParametresSpecDescription
LoadAssetsKeepAlivevoidconst TArray<TSoftObjectPtr<UObject>>& AssetsToLoad, FString ProcessNameBlueprintCallableAsynchronously loads soft object references, keeping them alive until explicitly unloaded.
BatchResolveTArray<UObject*>const TArray<TSoftObjectPtr<UObject>>& SoftListBlueprintCallableSynchronously resolves an array of soft object references to hard references.
UnloadAllAssetsvoid``BlueprintCallableReleases all assets loaded through LoadAssetsKeepAlive.

Archway|Core|Notifications​

FonctionReturnParametresSpecDescription
RegisterProcessvoidFName ProcessID, FText DisplayName, ENotificationCategory CategoryBlueprintCallableRegisters a new long-running process with the notification system.
UpdateProcessProgressvoidFName ProcessID, float Progress01, FText CurrentStatusBlueprintCallableUpdates the progress (0-1) and status text of a registered process.
FinishProcessvoidFName ProcessID, bool bSuccessBlueprintCallableMarks a registered process as complete (success or failure).
PostNotificationvoidFText Message, ENotificationType Type, ENotificationCategory CategoryBlueprintCallablePosts a standalone notification message to the UI.
ReportErrorvoidFName ProcessID, FString ErrorMessage, bool bLogToOutput = trueBlueprintCallableReports an error for a process, optionally logging to output.
GetActiveProcessDataboolFName ProcessID, FArchwayNotificationData& OutDataBlueprintCallableRetrieves current data for an active process by ID.

Archway|Core|Rendering​

FonctionReturnParametresSpecDescription
InitializeFromTextureboolUTexture2D *InTexture, bool bUseSRGB = falseBlueprintCallableLoads border data from a Texture2D. Converts pixel colors to border geometry data.
InitializeFromRenderTargetboolUTextureRenderTarget2D *InRenderTargetBlueprintCallableLoads border data from a UTextureRenderTarget2D. Used for runtime-generated border textures.
GetPixelColorFLinearColorint32 X, int32 Y, bool bNormalize = trueBlueprintPureReads a single pixel color from the loaded texture. Optional normalization to [0,1] range.
BakeLinearityMapvoidUTextureRenderTarget2D *TargetRT, FIntPoint SourceResolution, const TArray<FTaggedBorderSegment> &SegmentsBlueprintCallableBakes a linearity map to a render target for spline mesh placement along borders.

Archway|Core|SaveLoad​

FonctionReturnParametresSpecDescription
SaveGlobalMaterialParametersvoidclass UMaterialParameterCollection* Collection, class UArchwaySaveGame* TargetSaveGame, const TArray<FName>& ScalarNames, const TArray<FName>& VectorNamesBlueprintCallableSaves material parameter collection values to the save game for persistence across sessions.
GetSavedScalarParameterNamesTArray<FName>``BlueprintPureReturns list of scalar material parameters that are saved to save game.
GetSavedVectorParameterNamesTArray<FName>``BlueprintPureReturns list of vector material parameters that are saved to save game.

Archway|Core|Territory Actor​

FonctionReturnParametresSpecDescription
UpdateBordersvoidconst TArray<FVisualizedLandmass>& NewGeometryBlueprintCallable, BlueprintNativeEventCalled when territory geometry changes. BlueprintNativeEvent - can be overridden in Blueprint.
UpdateLabelsvoidconst TArray<FSplinePathData>& NewLabelPathsBlueprintCallable, BlueprintNativeEventCalled when territory label paths change. BlueprintNativeEvent - can be overridden in Blueprint.

Archway|Core|Territory Manager​

FonctionReturnParametresSpecDescription
InitializeWorldDatabasevoidconst TMap<FName, FLandmassArray> &WorldDataBlueprintCallableLoads the complete world territory data from province landmass mappings.
BatchCreateTerritoriesvoidconst TArray<FTerritoryData> &Territories, bool bClearExisting = true, bool bDrawLUTs = true, bool bBakeLinearity = false, int32 SourceResX = 8129, int32 SourceResY = 4065, bool bEnableBorderRendering = false, FBorderConfig BorderConfig = FBorderConfig(), bool bPreWarmHighPrecision = falseBlueprintCallableCreates multiple territories at once from territory data array. Optional LUT baking and border rendering config ...
BatchRestoreWorldStatevoidconst TArray<FTerritoryData> &SavedTerritoriesBlueprintCallableRestores the full world state from saved territory data.
ClearDynamicTerritoriesvoid``BlueprintCallableRemoves all dynamically created territories.
RegisterTerritoryInstancevoiduint8 MapMode, FName TerritoryID, FName InstanceOwnerIDBlueprintCallableRegisters a territory instance under an owner ID for a specific map mode.
GetDynamicTerritoriesDataTArray<FTerritoryData>``BlueprintCallableReturns all dynamically created territory data.
TransferProvincevoidFName ProvinceID, FName OldOwnerID, FName NewOwnerID, uint8 MapModeBlueprintCallableTransfers ownership of a single province from one territory to another.
TransferProvincesvoidconst TArray<FName> &ProvinceIDs, FName OldOwnerID, FName NewOwnerID, uint8 MapModeBlueprintCallableBatch version - transfers ownership of multiple provinces.
SetTerritoryColorvoidFName TerritoryID, FLinearColor NewColor, uint8 MapModeBlueprintCallableSets the display color for a territory in a specific map mode.
GetTerritorySaveDataFTerritoryDataFName TerritoryID, uint8 MapModeBlueprintCallableReturns the serializable save data for a territory.
GetTerritoryDataForProvinceboolFName ProvinceID, uint8 MapMode, FTerritoryData &OutDataBlueprintCallableReturns the territory data that owns a specific province.
GetTerritoryIDForProvinceFNameFName ProvinceID, uint8 MapModeBlueprintPureQuery: returns the territory ID that owns a province.
GetActiveSegmentsForTerritoryTArray<FName>FName TerritoryID, uint8 MapModeBlueprintCallableReturns active border segment IDs for a territory.
GetActiveSegmentsDataForTerritoryTArray<FTaggedBorderSegment>FName TerritoryID, uint8 MapModeBlueprintCallableReturns full tagged border segment data for a territory.
GetFilteredSegmentsForTerritoryTArray<FTaggedBorderSegment>FName TerritoryID, uint8 MapModeBlueprintCallableReturns filtered/processed border segments for a territory.
GetActiveSegmentsBetweenTerritoriesTArray<FName>FName TerritoryA, FName TerritoryB, uint8 MapModeBlueprintCallableReturns shared border segments between two territories.
GetBorderingTerritoriesTArray<FName>FName TerritoryID, uint8 MapModeBlueprintCallable, BlueprintPureQuery: returns all territories sharing a border with the given territory.
GetBorderingMacroSegmentIDsTArray<FName>FName TerritoryID, uint8 MapModeBlueprintCallable, BlueprintPureQuery: returns macro-level border segment IDs for a territory.
GetMacroSegmentIDBetweenTerritoriesFNameuint8 MapMode, FName TerritoryA, FName TerritoryBBlueprintCallable, BlueprintPureQuery: returns the macro segment ID shared between two territories.
GetAllTerritoriesDataTArray<FTerritoryData>``BlueprintCallableReturns complete data for all territories.
SyncVisualsToActorsTArray<FName>const TArray<FName> &TerritoryIDsToSync, uint8 MapMode, int32 MaxToProcess = -1, bool bShouldBroadcast = falseBlueprintCallableSynchronizes territory visual state to TerritoryActor instances in the world.
SyncAllVisualsvoid``BlueprintCallableSynchronizes all territory visuals to their corresponding actors.

Archway|Core|Territory Manager|Editor​

FonctionReturnParametresSpecDescription
GenerateStaticBordersRTTMap<FName, UTextureRenderTarget2D*>const TArray<uint8>& MapModes, int32 Resolution = 8192BlueprintCallable

Archway|Core|Territory Manager|Load​

FonctionReturnParametresSpecDescription
RestorePendingTransfersvoidconst TMap<FName, FPendingTerritoryTransfer>& Transfers, const TMap<FName, FName>& OriginalStates, const TMap<FName, FName>& ClaimsBlueprintCallableRestores pending transfers from saved data during game load.

Archway|Core|Territory Manager|Save​

FonctionReturnParametresSpecDescription
GetAllPendingTransfersDataTMap<FName, FPendingTerritoryTransfer>``BlueprintPure
GetPendingTransferOriginalStatesTMap<FName, FName>``BlueprintPure
GetPendingTransferSegmentClaimsTMap<FName, FName>``BlueprintPure

Archway|Core|Territory Manager|Transfer Queue​

FonctionReturnParametresSpecDescription
EnqueueProvinceTransfervoidFName TargetTerritoryID, uint8 TargetMapModeByte, FName NewOwnerID, uint8 DestMapModeByte, FName FrontlineLayerID, FName SurroundingLayerID, UTextureRenderTarget2D* StateRT, const TArray<FMaterialParameterTrigger>& MaterialParameters, bool& bSuccess, FName& OutOperationID, FString& OutMessageBlueprintCallableEnqueues a complex province transfer operation with material triggers and state tracking.
ExecutePendingTransfervoidFName OperationID, bool& bSuccess, FString& OutMessageBlueprintCallableExecutes a previously enqueued transfer operation.
CancelPendingTransfervoidFName OperationID, bool& bSuccess, FString& OutMessageBlueprintCallableCancels a pending transfer operation.
GetPendingTransferOperationIDsTArray<FName>``BlueprintPureQuery: returns all pending transfer operation IDs.
IsTransferPendingboolFName OperationIDBlueprintPureQuery: checks if a specific transfer operation is still pending.

Archway|Core|Visual Theme​

FonctionReturnParametresSpecDescription
GetRuleForStateFVisualRuleFName StateNameBlueprintPureReturns the visual rule configuration for a given diplomatic state name.
GetLayerForStateFNameFName StateNameBlueprintPureReturns the rendering layer ID for a given diplomatic state name.

Archway|Diplomacy​

FonctionReturnParametresSpecDescription
RemoveStateForSegmentvoidFName SegmentIDBlueprintCallableRemoves the diplomatic state from a segment, reverting to default.
GetStateForSegmentFNameFName SegmentIDBlueprintCallable, BlueprintPureQuery: returns the current diplomatic state for a segment.
GetDefaultStateNameFName``BlueprintPureReturns the default diplomatic state name.

Archway|Interaction​

FonctionReturnParametresSpecDescription
DrawInteractionOverlayvoidUTextureRenderTarget2D* OverlayRT, const TArray<FName>& TerritoriesToHighlight, uint8 MapMode, FBorderRenderConfig OverrideConfig, bool bUseDefaultConfig = trueBlueprintCallableDraws interaction highlight overlay on a render target for specific territories.

Archway|Dynamic Border Rendering​

FonctionReturnParametresSpecDescription
RenderTerritoriesToDynamicBordervoidUTextureRenderTarget2D* TargetRT, const TArray<FName>& TerritoryIDs, uint8 MapMode, FIntPoint SourceResolution, bool bClearRT = trueBlueprintCallableRend les borders de territoires via le systeme de rendu de border dynamique.

Label​

FonctionReturnParametresSpecDescription
SetSplinePathsvoidconst TArray<FSplinePathData>& NewSplinePathsBlueprintCallableSets the spline paths along which label text will be laid out.
SetTextvoidconst FString& NewTextBlueprintCallableSets the text string to display for this label.

Territory Manager|Label API​

FonctionReturnParametresSpecDescription
PushTerritoryLabelPathsvoidFName TerritoryID, uint8 MapMode, const TArray<FSplinePathData> &PathsBlueprintCallablePushes label spline paths for a territory to the label system.
GetTerritoryLabelPathsboolFName TerritoryID, uint8 MapMode, TArray<FSplinePathData> &OutPathsBlueprintCallableRetrieves label spline paths for a territory.

Territory Manager|Query​

FonctionReturnParametresSpecDescription
GetProvincesForTerritoryTArray<FName>FName TerritoryID, uint8 MapModeBlueprintPureQuery: returns province IDs belonging to a territory in a map mode.
GetAllRegisteredInstanceIDsTArray<FName>``BlueprintPureQuery: returns all registered instance IDs.
GetInstanceIDsByMapModeTArray<FName>uint8 MapModeBlueprintPureQuery: returns instance IDs filtered by map mode.
GetInstanceIDsForTerritoryTArray<FName>uint8 MapMode, FName TerritoryIDBlueprintPureQuery: returns instance IDs for a specific territory.
GetInstanceIDsForTerritoryListTArray<FName>uint8 MapMode, const TArray<FName> &TerritoryIDsBlueprintPureQuery: returns instance IDs for a list of territories.
GetTerritoryLandmassCountint32FName TerritoryID, uint8 MapMode, bool bDebugPoints = falseBlueprintPureQuery: returns the number of landmasses (border loops) for a territory.
GetProvinceLandmassCountint32FName ProvinceID, bool bDebugPoints = falseBlueprintPureQuery: returns the number of landmasses for a province.
GetTerritoryLandmassCountFromProvinceint32FName ProvinceID, uint8 MapMode, bool bDebugPoints = falseBlueprintPureQuery: returns landmass count for the territory that owns a province.
GetTerritoryPathLengthfloatFName TerritoryID, uint8 MapModeBlueprintPureQuery: returns the total border path length for a territory.

Territory Manager|Rendering​

FonctionReturnParametresSpecDescription
RequestBatchUpdate_DynamicOnlyvoiduint8 MapModeBlueprintCallableRequests a rendering batch update for dynamic (changed) territories only.
RequestBatchUpdate_DirtyOnlyvoiduint8 MapModeBlueprintCallableRequests a rendering batch update for dirty (needs-redraw) territories only.
RequestAllBatchUpdate_DynamicOnlyvoid``BlueprintCallableRequests full rendering update for all dynamic territories.
RequestAllBatchUpdate_DirtyOnlyvoid``BlueprintCallableRequests full rendering update for all dirty territories.

Async Actions (Latent Nodes)​

Les async actions sont des nœuds Blueprint asynchrones : ils exposent une broche Completed qui se déclenche quand l'opération se termine, sans bloquer le thread de jeu.

ActionDescription
UAsyncAction_ExecuteGameLoadAsynchronously loads game state from a save file. Returns a Completed delegate pin when loading finishes.
UAsyncAction_ExecuteGameSaveAsynchronously saves current game state to disk. Returns a Completed delegate pin when saving finishes.
UAsyncAction_LoadAndMergeLandmassesAsynchronously loads and merges landmass geometry for multiple provinces. Provides progress updates during the multi-province load operation.