コード例 #1
0
ファイル: UViewport.cs プロジェクト: RobertAcksel/UnrealCS
	public  UWorld GetViewportWorld()
	{
		CheckIsValid();
		IntPtr ___ret = GetViewportWorld(_this.Get());
		if(___ret==IntPtr.Zero) return null; UWorld ___ret2= new UWorld(){ _this = ___ret }; return ___ret2;
		
	}
 /// <summary>
 /// <para>Constructor that will save the current relevant values of InWorld </para>
 /// <para>and set the collection's context values for InWorld. </para>
 /// <param name="InLevelCollectionIndex">The index of the collection to use </param>
 /// <param name="InWorld">The world on which to set the context. </param>
 /// </summary>
 public FScopedLevelCollectionContextSwitch(int inLevelCollectionIndex, UWorld inWorld) :
     base(E_CreateStruct_FScopedLevelCollectionContextSwitch_int32_UWorld(inLevelCollectionIndex, inWorld), false)
 {
 }
コード例 #3
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 /// <summary>
 /// <para>Needs to be called when a world is destroyed to broadcast messages. </para>
 /// </summary>
 public override void WorldDestroyed(UWorld InWorld)
 {
 }
コード例 #4
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 /// <summary>
 /// <para>Needs to be called when a world is added to broadcast messages. </para>
 /// </summary>
 public override void WorldAdded(UWorld World)
 {
 }
コード例 #5
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 public UNavLocalGridManager GetCurrent(UWorld world)
 => E_UNavLocalGridManager_GetCurrent(this, world);
コード例 #6
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 public UEnvQueryManager GetCurrent(UWorld world)
 => E_UEnvQueryManager_GetCurrent(this, world);
コード例 #7
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 /// <summary>
 /// </summary>
 /// <return>Returns</return>
 public bool IsSupported(UWorld inWorld)
 => E_FCameraPhotographyManager_IsSupported(this, inWorld);
コード例 #8
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 public FLocalPlayerContext(ULocalPlayer inLocalPlayer, UWorld inWorld) :
     base(E_CreateStruct_FLocalPlayerContext_ULocalPlayer_UWorld(inLocalPlayer, inWorld), false)
 {
 }
コード例 #9
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 public FEnvQueryRequest SetWorldOverride(UWorld inWorld)
 => E_FEnvQueryRequest_SetWorldOverride(this, inWorld);