/// <summary>
/// Returns a Canvas object that can be used to draw to the specified render target.
/// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!
/// </summary>
        public static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context)
        {
            IntPtr Canvas_temp;

            BeginDrawCanvasToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, out Canvas_temp, out Size, out Context);
            Canvas = new UCanvas()
            {
                _this = Canvas_temp
            };
        }
Exemple #2
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 /// <summary>
 /// Hook to allow actors to render HUD overlays for themselves.  Called from AHUD::DrawActorOverlays().
 /// </summary>
 /// <param name="pC">is the PlayerController on whose view this overlay is rendered</param>
 /// <param name="canvas">is the Canvas on which to draw the overlay</param>
 /// <param name="cameraPosition">Position of Camera</param>
 /// <param name="cameraDir">direction camera is pointing in.</param>
 public override void PostRenderFor(APlayerController pC, UCanvas canvas, FVector cameraPosition, FVector cameraDir)
 {
 }
 public void Draw(UCanvas inCanvas, FLinearColor inColor)
 => E_FSimpleReticle_Draw(this, inCanvas, inColor);
Exemple #4
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 /// <summary>
 /// Returns a Canvas object that can be used to draw to the specified render target.
 /// Canvas has functions like DrawMaterial with size parameters that can be used to draw to a specific area of a render target.
 /// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!
 /// </summary>
 public extern static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context);