/// <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);
/// <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) { }