Ejemplo n.º 1
0
/// <summary>Gets all parent components up to and including the root component</summary>
        public void GetParentComponents(out USceneComponent[] Parents)
        {
            CheckIsValid();
            IntPtr[] Parents_temp;
            GetParentComponents(_this.Get(), out Parents_temp);
            Parents = MarshalUtil.IntPtrArrayToObjectArray <USceneComponent>(Parents_temp);
        }
Ejemplo n.º 2
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/// <summary>
/// Returns the array of actors inside a selection rectangle, with a class filter.
/// Sample usage:
///       TArray<AStaticMeshActor*> ActorsInSelectionRect;
///              Canvas->GetActorsInSelectionRectangle<AStaticMeshActor>(FirstPoint,SecondPoint,ActorsInSelectionRect);
/// @param FirstPoint                                    The first point, or anchor of the marquee box. Where the dragging of the marquee started in screen space.
/// @param SecondPoint                                   The second point, where the mouse cursor currently is / the other point of the box selection, in screen space.
/// @return OutActors                                    The actors that are within the selection box according to selection rule
/// @param bIncludeNonCollidingComponents        Whether to include even non-colliding components of the actor when determining its bounds
/// @param bActorMustBeFullyEnclosed     The Selection rule: whether the selection box can partially intersect Actor, or must fully enclose the Actor.
/// </summary>
        public void GetActorsInSelectionRectangle(TSubclassOf <AActor> ClassFilter, FVector2D FirstPoint, FVector2D SecondPoint, out AActor[] OutActors, bool bIncludeNonCollidingComponents = true, bool bActorMustBeFullyEnclosed = false)
        {
            CheckIsValid();
            IntPtr[] OutActors_temp;
            GetActorsInSelectionRectangle(_this.Get(), ClassFilter.NativeClass, ref FirstPoint, ref SecondPoint, out OutActors_temp, bIncludeNonCollidingComponents?1:0, bActorMustBeFullyEnclosed?1:0);
            OutActors = MarshalUtil.IntPtrArrayToObjectArray <AActor>(OutActors_temp);
        }
Ejemplo n.º 3
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/// <summary>
/// Gets all the attached child components
/// @param bIncludeAllDescendants Whether to include all descendants in the list of children (i.e. grandchildren, great grandchildren, etc.)
/// @param Children The list of attached child components
/// </summary>
        public void GetChildrenComponents(bool bIncludeAllDescendants, out USceneComponent[] Children)
        {
            CheckIsValid();
            IntPtr[] Children_temp;
            GetChildrenComponents(_this.Get(), bIncludeAllDescendants?1:0, out Children_temp);
            Children = MarshalUtil.IntPtrArrayToObjectArray <USceneComponent>(Children_temp);
        }
Ejemplo n.º 4
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/// <summary>
/// Returns a list of actors that this component is overlapping.
/// @param OverlappingActors             [out] Returned list of overlapping actors
/// @param ClassFilter                   [optional] If set, only returns actors of this class or subclasses
/// </summary>
        public void GetOverlappingActors(out AActor[] OverlappingActors, TSubclassOf <AActor> ClassFilter)
        {
            CheckIsValid();
            IntPtr[] OverlappingActors_temp;
            GetOverlappingActors(_this.Get(), out OverlappingActors_temp, ClassFilter.NativeClass);
            OverlappingActors = MarshalUtil.IntPtrArrayToObjectArray <AActor>(OverlappingActors_temp);
        }
Ejemplo n.º 5
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/// <summary>Returns list of components this component is overlapping.</summary>
        public void GetOverlappingComponents(out UPrimitiveComponent[] InOverlappingComponents)
        {
            CheckIsValid();
            IntPtr[] InOverlappingComponents_temp;
            GetOverlappingComponents(_this.Get(), out InOverlappingComponents_temp);
            InOverlappingComponents = MarshalUtil.IntPtrArrayToObjectArray <UPrimitiveComponent>(InOverlappingComponents_temp);
        }
 /// <summary>
 /// Find all widgets in the world with the specified interface.
 /// This is a slow operation, use with caution e.g. do not use every frame.
 /// @param Interface The interface to find. Must be specified or result array will be empty.
 /// @param FoundWidgets Output array of widgets that implement the specified interface.
 /// @param TopLevelOnly Only the widgets that are direct children of the viewport will be returned.
 /// </summary>
 public static void GetAllWidgetsWithInterface(UObject WorldContextObject, TSubclassOf <UInterface> Interface, out UUserWidget[] FoundWidgets, bool TopLevelOnly)
 {
     IntPtr[] FoundWidgets_temp;
     GetAllWidgetsWithInterface(IntPtr.Zero, WorldContextObject, Interface.NativeClass, out FoundWidgets_temp, TopLevelOnly?1:0);
     FoundWidgets = MarshalUtil.IntPtrArrayToObjectArray <UUserWidget>(FoundWidgets_temp);
 }
 /// <summary>
 /// Find all widgets of a certain class.
 /// @param FoundWidgets The widgets that were found matching the filter.
 /// @param WidgetClass The widget class to filter by.
 /// @param TopLevelOnly Only the widgets that are direct children of the viewport will be returned.
 /// </summary>
 public static void GetAllWidgetsOfClass(UObject WorldContextObject, out UUserWidget[] FoundWidgets, TSubclassOf <UUserWidget> WidgetClass, bool TopLevelOnly = true)
 {
     IntPtr[] FoundWidgets_temp;
     GetAllWidgetsOfClass(IntPtr.Zero, WorldContextObject, out FoundWidgets_temp, WidgetClass.NativeClass, TopLevelOnly?1:0);
     FoundWidgets = MarshalUtil.IntPtrArrayToObjectArray <UUserWidget>(FoundWidgets_temp);
 }
Ejemplo n.º 8
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 public void GetAllWidgets(out UWidget[] Widgets)
 {
     IntPtr[] OutWidgets;
     GetAllWidgets(this, out OutWidgets);
     Widgets = MarshalUtil.IntPtrArrayToObjectArray <UWidget>(OutWidgets);
 }
Ejemplo n.º 9
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/// <summary>Returns the list of actors we currently ignore when moving.</summary>
        public AActor[] CopyArrayOfMoveIgnoreActors()
        {
            CheckIsValid();
            IntPtr[] ___ret = CopyArrayOfMoveIgnoreActors(_this.Get());
            return(MarshalUtil.IntPtrArrayToObjectArray <AActor>(___ret));
        }
Ejemplo n.º 10
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 public UMaterialInterface[] GetMaterials()
 {
     CheckIsValid();
     IntPtr[] ___ret = GetMaterials(_this.Get());
     return(MarshalUtil.IntPtrArrayToObjectArray <UMaterialInterface>(___ret));
 }
Ejemplo n.º 11
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 public T[] GetComponentsByClass <T>() where T : UObject, new()
 {
     CheckIsValid();
     return(MarshalUtil.IntPtrArrayToObjectArray <T>(GetComponentsByClass(_this.Get(), TypeClass <T>())));
 }
Ejemplo n.º 12
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/// <summary>Returns the list of actors we currently ignore when moving.</summary>
        public UPrimitiveComponent[] CopyArrayOfMoveIgnoreComponents()
        {
            CheckIsValid();
            IntPtr[] ___ret = CopyArrayOfMoveIgnoreComponents(_this.Get());
            return(MarshalUtil.IntPtrArrayToObjectArray <UPrimitiveComponent>(___ret));
        }