protected void InsertInternal(int index) { // insert a single value, not initialized, at index // caller should have checked if we're destroyed CheckOwner("Trying to Insert into an array on a destroyed Unreal Object"); UnrealArrayBaseNativeMethods.InsertInArray(NativeUnrealProperty, NativeBuffer, index); }
protected void AddInternal() { // adds a single value, not initialized // caller should have checked if we're destroyed CheckOwner("Trying to Add on an array on a destroyed Unreal Object"); unsafe { ScriptArray *sa = (ScriptArray *)NativeBuffer; } UnrealArrayBaseNativeMethods.AddToArray(NativeUnrealProperty, NativeBuffer); }
protected void RemoveAtInternal(int index) { CheckOwner("Trying to RemoveAt on an array on a destroyed Unreal Object"); UnrealArrayBaseNativeMethods.RemoveFromArray(NativeUnrealProperty, NativeBuffer, index); }
protected void ClearInternal() { CheckOwner("Trying to Clear on an array on a destroyed Unreal Object"); UnrealArrayBaseNativeMethods.EmptyArray(NativeUnrealProperty, NativeBuffer); }