Limen Framework 0.1 Help

ULimenCoreStatics

Overview

ULimenCoreStatics is a BlueprintFunctionLibrary that offers a collection of static functions to perform common tasks in Unreal Engine. It includes methods for logging messages at different verbosity levels, retrieving current time and date, managing actors by name or tag, and network-related operations like packet loss measurement.

Properties

Type

Name

Access

Description

FPair

None

Public

A struct used to hold two float values.

Functions

Return Type

Signature

Description

void

LimenLog(const UObject* Caller, const FString LogText, const ELogType Verbosity = ELogType::Log, const bool bPrintToScreen = true, FName Key = NAME_None)

Logs a message at the specified verbosity level.

void

StaticLimenLog(const FString FunctionName, const FString LogText, const ELogType Verbosity = ELogType::Log, const bool bPrintToScreen = true)

Logs a static call message at the specified verbosity level.

void

IsGamePlayingInEditor(bool& bIsEditorGame)

Determines if the game is currently playing in the editor.

void

SetDynamicGlobalIlluminationMethod(APostProcessVolume* PostProcessVolume, EDynamicGlobalIlluminationMethod::Type NewMethod)

Sets the dynamic global illumination method for a post-process volume.

void

SetReflectionMethod(APostProcessVolume* PostProcessVolume, EReflectionMethod::Type NewMethod)

Sets the reflection method for a post-process volume.

FText

GetCurrentTime()

Retrieves the current time as formatted text.

FText

GetCurrentDate()

Retrieves the current date as formatted text.

AActor*

GetActorWithName(const UObject* Caller, const FString& ActorName)

Finds an actor by its name in the world context.

AActor*

GetActorWithTag(const UObject* Caller, const FName& Tag)

Finds an actor by a specific tag in the world context.

EMinimalWorldTypes

GetWorldType(const UObject* Caller)

Retrieves the type of the current world (e.g., Game, Editor).

bool

AreLocationsReachableByNavigation(const UObject* WorldContext, const FVector& Start, const FVector& End)

Checks if two locations are reachable by navigation.

FString

GetGameDefaultMap()

Retrieves the default map for the game.

FString

GetGameTransitionMap()

Retrieves the transition map for the game.

bool

SetCharacterAtIndex(const FString& String, const int32 Index, const FString& Char, FString& OutString)

Sets a character at a specific index in a string.

FString

GetProjectTitle()

Retrieves the title of the project from the configuration file.

FString

GetProjectVersion()

Retrieves the version of the project from the configuration file.

FString

GetCopyrightNotice()

Retrieves the copyright notice from the configuration file.

void

GetPacketLoss(APlayerController* PC, float& InLoss, float& OutLoss)

Measures packet loss for a player controller's network connection.

Usage & Implementation Notes

  • Threading Constraints: Functions are designed to be called from any thread, but some operations may require the main game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: Functions manage memory internally and do not require manual memory management.

  • Initialization Dependencies: Depends on the availability of UGameMapsSettings and other engine components.

22 May 2026