Example #1
0
 /// <summary>Returns true if A and B are linguistically equal (A == B).</summary>
 public extern static bool EqualEqual_TextText(FText A, FText B);
 /// <summary>Change the text value and signal the primitives to be rebuilt</summary>
 public extern void K2_SetText(FText Value);
Example #3
0
 /// <summary>Returns true if A and B are linguistically equal (A == B), ignoring case.</summary>
 public extern static bool EqualEqual_IgnoreCase_TextText(FText A, FText B);
Example #4
0
 /// <summary>Notify client they were kicked from the server</summary>
 public extern virtual void ClientWasKicked(FText KickReason);
Example #5
0
 public extern void SetText(FText InText);
Example #6
0
 /// <summary>Removes whitespace characters from the front of the text.</summary>
 public extern static FText TextTrimPreceding(FText InText);
Example #7
0
 /// <summary>Returns true if text is transient.</summary>
 public extern static bool TextIsTransient(FText InText);
 /// <summary>
 /// Prints text to the log, and optionally, to the screen
 /// If Print To Log is true, it will be visible in the Output Log window.  Otherwise it will be logged only as 'Verbose', so it generally won't show up.
 /// @param       InText                  The text to log out
 /// @param       bPrintToScreen  Whether or not to print the output to the screen
 /// @param       bPrintToLog             Whether or not to print the output to the log
 /// @param       bPrintToConsole Whether or not to print the output to the console
 /// @param       TextColor               Whether or not to print the output to the console
 /// @param       Duration                The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
 /// </summary>
 public extern static void PrintText(UObject WorldContextObject, FText InText, bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = default(FLinearColor), float Duration = 2.000000f);
 /// <summary>
 /// Creates a literal FText
 /// @param       Value   value to set the FText to
 /// @return      The literal FText
 /// </summary>
 public extern static FText MakeLiteralText(FText Value);
 /// <summary>Set a TEXT property by name</summary>
 public extern static void SetTextPropertyByName(UObject Object, FName PropertyName, FText Value);
 /// <summary>Sets the game window title</summary>
 public extern static void SetWindowTitle(FText Title);
Example #12
0
 /// <summary>Sets the tooltip text for the widget.</summary>
 public extern void SetToolTipText(FText InToolTipText);
Example #13
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 public extern void SetHintText(FText InHintText);
Example #14
0
 /// <summary>
 /// Directly sets the widget text.
 /// Warning: This will wipe any binding created for the Text property!
 /// @param InText The text to assign to the widget
 /// </summary>
 public extern virtual void SetText(FText InText);
Example #15
0
 /// <summary>Attempts to find existing Text using the representation found in the loc tables for the specified namespace and key.</summary>
 public extern static bool FindTextInLocalizationTable(FString Namespace, FString Key, out FText OutText);
Example #16
0
 public string ToString(FText str)
 {
     return(ToString(ref this));
 }
Example #17
0
 /// <summary>Removes trailing whitespace characters.</summary>
 public extern static FText TextTrimTrailing(FText InText);
Example #18
0
 //[MethodImplAttribute(MethodImplOptions.InternalCall)]
 public extern static string ToString(ref FText str);
Example #19
0
 /// <summary>Returns true if text is culture invariant.</summary>
 public extern static bool TextIsCultureInvariant(FText InText);
Example #20
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 public extern void SetError(FText InError);
Example #21
0
 /// <summary>Returns true if text is empty.</summary>
 public extern static bool TextIsEmpty(FText InText);
Example #22
0
 /// <summary>
 /// Draws text.
 /// @param Text                  The string to draw.
 /// @param Position              The starting position where the text is drawn in local space.
 /// @param Tint                  Color to render the line.
 /// </summary>
 public extern static void DrawTextFormatted(out FPaintContext Context, FText Text, FVector2D Position, UFont Font, int FontSize = 16, FName FontTypeFace = default(FName), FLinearColor Tint = default(FLinearColor));