/// <summary> /// Returns the wrapped text size in screen space coordinates. /// @param RenderFont Font to use when determining the size of the text. If this is null, then a default engine font is used. /// @param RenderText Text to determine the size of. /// @return Returns the screen space size of the text. /// </summary> public extern FVector2D K2_StrLen(UFont RenderFont, FString RenderText);
/// <summary>Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini</summary> public extern void CheatScript(FString ScriptName);
public override string ToString() { return(FString.ToString(ref this)); }
/// <summary>View from the point of view of player with PlayerName S.</summary> public extern virtual void ViewPlayer(FString S);
/// <summary>This will create a BugItGo string for us. Nice for calling form c++ where you just want the string and no Screenshots *</summary> public extern virtual void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, out FString GoString, out FString LocString);
/// <summary> /// Prints a warning string to the log and the screen. Meant to be used as a way to inform the user that they misused the node. /// WARNING!! Don't change the signature of this function without fixing up all nodes using it in the compiler /// @param InString The string to log out /// </summary> public extern static void PrintWarning(FString InString);
/// <summary> /// Creates a literal string /// @param Value value to set the string to /// @return The literal string /// </summary> public extern static FString MakeLiteralString(FString Value);
/// <summary>Opens the specified URL in the platform's web browser of choice</summary> public extern static void LaunchURL(FString URL);
/// <summary>Draw a debug string at a 3d world location.</summary> public extern static void DrawDebugString(UObject WorldContextObject, FVector TextLocation, FString Text, AActor TestBaseActor, FLinearColor TextColor = default(FLinearColor), float Duration = 0.000000f);
private static extern string ToString(ref FString str);
public extern static bool CanLaunchURL(FString URL);
/// <summary>Retrieve the header and value for the given index of header/value pair</summary> public extern virtual void GetHeader(int HeaderIndex, out FString Header, out FString Value);
/// <summary>@return the value for the given header (or "" if no matching header)</summary> public extern virtual FString GetHeaderValue(FString HeaderName);
/// <summary> /// Draws text on the Canvas. /// @param RenderFont Font to use when rendering the text. If this is null, then a default engine font is used. /// @param RenderText Text to render on the Canvas. /// @param ScreenPosition Screen space position to render the text. /// @param RenderColor Color to render the text. /// @param Kerning Horizontal spacing adjustment to modify the spacing between each letter. /// @param ShadowColor Color to render the shadow of the text. /// @param ShadowOffset Pixel offset relative to the screen space position to render the shadow of the text. /// @param bCentreX If true, then interpret the screen space position X coordinate as the center of the rendered text. /// @param bCentreY If true, then interpret the screen space position Y coordinate as the center of the rendered text. /// @param bOutlined If true, then the text should be rendered with an outline. /// @param OutlineColor Color to render the outline for the text. /// </summary> public extern void K2_DrawText(UFont RenderFont, FString RenderText, FVector2D ScreenPosition, FLinearColor RenderColor = default(FLinearColor), float Kerning = 0.000000f, FLinearColor ShadowColor = default(FLinearColor), FVector2D ShadowOffset = default(FVector2D), bool bCentreX = false, bool bCentreY = false, bool bOutlined = false, FLinearColor OutlineColor = default(FLinearColor));
/// <summary> /// Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// @param Time How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set. /// @param bLooping true to keep executing the delegate every Time seconds, false to execute delegate only once. /// @return The timer handle to pass to other timer functions to manipulate this timer. /// </summary> public extern static FTimerHandle K2_SetTimer(UObject Object, FString FunctionName, float Time, bool bLooping);
/// <summary>Set a STRING property by name</summary> public extern static void SetStringPropertyByName(UObject Object, FName PropertyName, FString Value);
/// <summary> /// Executes a console command, optionally on a specific controller /// @param Command Command to send to the console /// @param SpecificPlayer If specified, the console command will be routed through the specified player /// </summary> public extern static void ExecuteConsoleCommand(UObject WorldContextObject, FString Command, APlayerController SpecificPlayer);
/// <summary> /// Returns time until the timer will next execute its delegate. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// @return How long is remaining in the current iteration of the timer. /// </summary> public extern static float K2_GetTimerRemainingTime(UObject Object, FString FunctionName);
/// <summary> /// Prints a string 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 InString The string 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 PrintString(UObject WorldContextObject, FString InString, bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = default(FLinearColor), float Duration = 2.000000f);
/// <summary> /// Returns elapsed time for the given delegate (time since current countdown iteration began). /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// @return How long has elapsed since the current iteration of the timer began. /// </summary> public extern static float K2_GetTimerElapsedTime(UObject Object, FString FunctionName);
/// <summary>Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)</summary> public extern static void ShowPlatformSpecificLeaderboardScreen(FString CategoryName);
/// <summary> /// Returns true is a timer for the given delegate exists, false otherwise. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// @return True if the timer exists. /// </summary> public extern static bool K2_TimerExists(UObject Object, FString FunctionName);
/// <summary>Load Classname and spawn an actor of that class</summary> public extern virtual void Summon(FString ClassName);
/// <summary> /// Returns true if a timer exists and is active for the given delegate, false otherwise. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// @return True if the timer exists and is active. /// </summary> public extern static bool K2_IsTimerActive(UObject Object, FString FunctionName);
/// <summary> /// This function is used to print out the BugIt location. It prints out copy and paste versions for both IMing someone to type in /// and also a gameinfo ?options version so that you can append it to your launching url and be taken to the correct place. /// Additionally, it will take a screen shot so reporting bugs is a one command action! /// </summary> public extern virtual void BugIt(FString ScreenShotDescription);
/// <summary> /// Resumes a paused timer from its current elapsed time. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// </summary> public extern static void K2_UnPauseTimer(UObject Object, FString FunctionName);
extern static string ToString(ref FString str);
/// <summary> /// Clears a set timer. /// @param Object Object that implements the delegate function. Defaults to self (this blueprint) /// @param FunctionName Delegate function name. Can be a K2 function or a Custom Event. /// </summary> public extern static void K2_ClearTimer(UObject Object, FString FunctionName);
public extern static void EvaluateCurveTableRow(UCurveTable CurveTable, FName RowName, float InXY, EEvaluateCurveTableResult OutResult, out float OutXY, FString ContextString);
/// <summary> /// Returns the clipped text size in screen space coordinates. /// @param RenderFont Font to use when determining the size of the text. If this is null, then a default engine font is used. /// @param RenderText Text to determine the size of. /// @param Scale Scale of the font to use when determining the size of the text. /// @return Returns the screen space size of the text. /// </summary> public extern FVector2D K2_TextSize(UFont RenderFont, FString RenderText, FVector2D Scale = default(FVector2D));