Esempio n. 1
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            internal static unsafe void Invoke(LevelStreaming InStreamingLevel)
            {
                long *p = stackalloc long[] { 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = InStreamingLevel;
                Main.GetProcessEvent(EditorLevelUtils.DefaultObject, MakeLevelCurrent_ptr, new IntPtr(p));;
            }
        }
Esempio n. 2
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            internal static unsafe int Invoke(LevelStreaming DestLevel, bool bWarnAboutReferences)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = DestLevel;
                *((bool *)(b + 8))   = bWarnAboutReferences;
                Main.GetProcessEvent(EditorLevelUtils.DefaultObject, MoveSelectedActorsToLevel_ptr, new IntPtr(p));;
                return(*((int *)(b + 12)));
            }
        }
Esempio n. 3
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            internal static unsafe int Invoke(byte ActorsToMove /*TODO: array TArray */, LevelStreaming DestStreamingLevel, bool bWarnAboutReferences)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                throw new NotImplementedException(); //TODO: array TArray ActorsToMove
                *((IntPtr *)(b + 16)) = DestStreamingLevel;
                *((bool *)(b + 24))   = bWarnAboutReferences;
                Main.GetProcessEvent(EditorLevelUtils.DefaultObject, MoveActorsToLevel_ptr, new IntPtr(p));;
                //TODO: array TArray ActorsToMove
                return(*((int *)(b + 28)));
            }
        }
Esempio n. 4
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 ///<summary>Moves the currently selected actors to the specified streaming level.</summary>
 ///<remarks>
 ///The new actors will be selected
 ///
 ///@param       DestStreamingLevel              The destination streaming level of the current world to move the actors to
 ///@param       bWarnAboutReferences    Whether or not to show a modal warning about referenced actors that may no longer function after being moved
 ///@return                                                      The number of actors that were successfully moved to the new level
 ///</remarks>
 public static int MoveSelectedActorsToLevel(LevelStreaming DestLevel, bool bWarnAboutReferences) =>
 EditorLevelUtils_methods.MoveSelectedActorsToLevel_method.Invoke(DestLevel, bWarnAboutReferences);
Esempio n. 5
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 ///<summary>Moves the specified list of actors to the specified streaming level.</summary>
 ///<remarks>
 ///The new actors will be selected
 ///
 ///@param       ActorsToMove                    List of actors to move
 ///@param       DestStreamingLevel              The destination streaming level of the current world to move the actors to
 ///@param       bWarnAboutReferences    Whether or not to show a modal warning about referenced actors that may no longer function after being moved
 ///@return                                                      The number of actors that were successfully moved to the new level
 ///</remarks>
 public static int MoveActorsToLevel(byte ActorsToMove /*TODO: array TArray */, LevelStreaming DestStreamingLevel, bool bWarnAboutReferences) =>
 EditorLevelUtils_methods.MoveActorsToLevel_method.Invoke(ActorsToMove, DestStreamingLevel, bWarnAboutReferences);
Esempio n. 6
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 ///<summary>Makes the specified streaming level the current level for editing.</summary>
 ///<remarks>
 ///The current level is where actors are spawned to when calling SpawnActor
 ///
 ///@return      true    If a level was removed.
 ///</remarks>
 public static void MakeLevelCurrent(LevelStreaming InStreamingLevel) =>
 EditorLevelUtils_methods.MakeLevelCurrent_method.Invoke(InStreamingLevel);