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FGridItemDefinition

Overview

FGridItemDefinition is a struct used to define the properties of items that can be placed in a grid. It includes information such as the item's class, size, icon, and whether it can stack and how many times it can stack.

Properties

Type

Name

Access

Description

TSubclassOf< ALimenItemBase >

Class

EditAnywhere

The class of the item.

FIntVector2

Size

EditAnywhere

The size of the item in a grid cell.

FSlateBrush

Icon

EditAnywhere

The icon representing the item.

bool

bCanStack

EditAnywhere

Whether the item can stack with other items.

int32

StackLimit

EditAnywhere, ClampMin=2

The maximum number of times the item can stack if it can stack.

Functions

Return Type

Signature

Description

bool

operator==(const FGridItemDefinition& Other) const

Compares this definition with another to check if they represent the same class.

bool

operator==(const ALimenItemBase* Item) const

Checks if the given item matches this definition's class.

bool

operator==(const TSubclassOf< ALimenItemBase >& InClass) const

Checks if the given class matches this definition's class.

ULimenGridItemDatabase

Overview

ULimenGridItemDatabase is a data asset that stores and manages a list of FGridItemDefinitions. It provides methods to retrieve item definitions based on an item instance.

Properties

Type

Name

Access

Description

TArray

ItemDefinitions

EditAnywhere

The array containing all the grid item definitions.

Functions

Return Type

Signature

Description

const FGridItemDefinition*

GetItemDefinition(const ALimenItemBase* InItem) const

Retrieves the definition for a given item instance. Returns nullptr if no matching definition is found.

const FGridItemDefinition&

GetItemDefinitionChecked(const ALimenItemBase* InItem) const

Retrieves the definition for a given item instance, asserting that a matching definition exists.

Usage & Implementation Notes

  • Threading Constraints: This class does not have any specific threading constraints.

  • Replication Requirements: This class is a data asset and does not require replication.

  • Memory Lifetime Management: The memory lifetime of the ItemDefinitions array is managed by Unreal Engine's garbage collection system.

  • Initialization Dependencies: None.

22 May 2026