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Core Utilities
The PulseGameCore module is shipped with a comprehensive suite of helper functions tailored to accelerate both Blueprint and C++ development. By encapsulating frequently used logic into highly optimized static functions, Pulse Core eliminates boilerplate code and keeps your projects clean.
Overview of Helper Libraries
All utility functions are accessible globally in Blueprints under the Pulse Core category, or in C++ by including their respective header files from the PulseGameCore/Public/ directory.
Math & Number Helpers
Header: PulseNumberHelpers.h
Offers advanced math operations, floating-point comparisons, noise generation, and array math.
- Fast Noise: Integration of high-performance procedural noise generation directly accessible in Blueprints.
- Value Mapping: Tools to safely map values from one range to another.
Vector & Transform Helpers
Header: PulseVectorHelpers.h
Extends the standard Epic math library with specialized spatial queries.
- Functions to determine if a vector is zero with a specific tolerance.
- Custom dot-product, cross-product, and directional queries.
- Helpers to calculate angles between vectors for AI or UI elements.
Actor & Object Helpers
Header: PulseActorHelpers.h / PulseObjectHelpers.h
Simplifies management of the world state and object lifecycles.
- Batch Destruction: Destroy all actors of a specific class efficiently.
- Tag Validation: Check if actors or objects possess specific
GameplayTags. - Validation: Check for valid references and class inheritance natively.
String & Text Helpers
Header: PulseStringHelpers.h
- Fast substring checks.
- Regex utilities.
- Formatting helpers for UI.
Debug & Trace Helpers
Header: PulseDebugHelpers.h / PulseTraceHelpers.h
- Visual Debugging: Custom draw functions for spheres, boxes, and lines with rich colors.
- Raycasting Wrapper: Simplifies
LineTraceandSweepoperations by automatically unpacking hit results.
TIP
C++ Usage: All helper classes are structured as static UBlueprintFunctionLibrary classes. Simply call the static method natively (e.g., UPulseActorHelpers::DestroyAllActors(...)).
