Exemple #1
0
/// <summary>
/// Gets the local player associated with this UI.
/// @return The owning local player.
/// </summary>
        public ULocalPlayer GetOwningLocalPlayer()
        {
            CheckIsValid();
            IntPtr ___ret = GetOwningLocalPlayer(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            ULocalPlayer ___ret2 = new ULocalPlayer()
            {
                _this = ___ret
            }; return(___ret2);
        }
 /// <summary>
 /// Sets the local player that owns this widget component.  Setting the owning player controls
 /// which player's viewport the widget appears on in a split screen scenario.  Additionally it
 /// forwards the owning player to the actual UserWidget that is spawned.
 /// </summary>
 public extern void SetOwnerPlayer(ULocalPlayer LocalPlayer);
Exemple #3
0
/// <summary>
/// Sets the player associated with this UI via LocalPlayer reference.
/// @param LocalPlayer The local player you want to be the conceptual owner of this UI.
/// </summary>
        public void SetOwningLocalPlayer(ULocalPlayer LocalPlayer)
        {
            CheckIsValid();
            SetOwningLocalPlayer(_this.Get(), LocalPlayer);
        }
 public FLocalPlayerContext(ULocalPlayer inLocalPlayer, UWorld inWorld) :
     base(E_CreateStruct_FLocalPlayerContext_ULocalPlayer_UWorld(inLocalPlayer, inWorld), false)
 {
 }