/// <summary>@return true if any descendant widget is focused by a specific user.</summary> public bool HasUserFocusedDescendants(APlayerController PlayerController) { CheckIsValid(); int ___ret = HasUserFocusedDescendants(_this.Get(), PlayerController); return(___ret != 0); }
/// <summary> /// Gets the player controller associated with this UI. /// @return The player controller that owns the UI. /// </summary> public APlayerController GetOwningPlayer() { CheckIsValid(); IntPtr ___ret = GetOwningPlayer(_this.Get()); if (___ret == IntPtr.Zero) { return(null); } APlayerController ___ret2 = new APlayerController() { _this = ___ret }; return(___ret2); }
/// <summary>Setup an input mode that allows only player input / player controller to respond to user input.</summary> public static void SetInputMode_GameOnly(APlayerController Target) { SetInputMode_GameOnly(IntPtr.Zero, Target); }
/// <summary> /// Sets the local player associated with this UI via PlayerController reference. /// @param LocalPlayerController The PlayerController of the local player you want to be the conceptual owner of this UI. /// </summary> public void SetOwningPlayer(APlayerController LocalPlayerController) { CheckIsValid(); SetOwningPlayer(_this.Get(), LocalPlayerController); }
/// <summary> /// Sets the local player associated with this UI via PlayerController reference. /// @param LocalPlayerController The PlayerController of the local player you want to be the conceptual owner of this UI. /// </summary> public extern void SetOwningPlayer(APlayerController LocalPlayerController);
/// <summary> /// Called when seamless traveling and the specified PC is being replaced by this one /// <para>copy over data that should persist </para> /// (not called if PlayerController is the same for the from and to GameModes) /// </summary> public override void SeamlessTravelFrom(APlayerController oldPC) { }
/// <summary> /// Gets the mouse position of the player controller, scaled by the DPI. If you're trying to go from raw mouse screenspace coordinates /// to fullscreen widget space, you'll need to transform the mouse into DPI Scaled space. This function performs that scaling. /// MousePositionScaledByDPI = MousePosition * (1 / ViewportScale). /// </summary> public static bool GetMousePositionScaledByDPI(APlayerController Player, out float LocationX, out float LocationY) { int ___ret = GetMousePositionScaledByDPI(IntPtr.Zero, Player, out LocationX, out LocationY); return(___ret != 0); }
/// <summary> /// Unregister a player from the online service session /// </summary> /// <param name="exitingPlayer">the player to unregister</param> public override void UnregisterPlayer(APlayerController exitingPlayer) { }
/// <summary> /// Called when a PlayerController logs out of game. /// </summary> /// <param name="pC">player controller currently logging out</param> public override void NotifyLogout(APlayerController pC) { }
/// <summary> /// Exit the current game /// @param SpecificPlayer The specific player to quit the game. If not specified, player 0 will quit. /// </summary> public extern static void QuitGame(UObject WorldContextObject, APlayerController SpecificPlayer, EQuitPreference QuitPreference);
/// <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> /// Gets the mouse position of the player controller, scaled by the DPI. If you're trying to go from raw mouse screenspace coordinates /// to fullscreen widget space, you'll need to transform the mouse into DPI Scaled space. This function performs that scaling. /// MousePositionScaledByDPI = MousePosition * (1 / ViewportScale). /// </summary> public extern static bool GetMousePositionScaledByDPI(APlayerController Player, out float LocationX, out float LocationY);
/// <summary> /// Gets the projected world to screen position for a player, then converts it into a widget /// position, which takes into account any quality scaling. /// @param PlayerController The player controller to project the position in the world to their screen. /// @param WorldLocation The world location to project from. /// @param ScreenPosition The position in the viewport with quality scale removed and DPI scale remove. /// @return true if the position projects onto the screen. /// </summary> public extern static bool ProjectWorldLocationToWidgetPosition(APlayerController PlayerController, FVector WorldLocation, out FVector2D ScreenPosition);
/// <summary>@return true if this widget is focused by a specific user.</summary> public extern bool HasUserFocus(APlayerController PlayerController);
/// <summary>@return true if any descendant widget is focused by a specific user.</summary> public extern bool HasUserFocusedDescendants(APlayerController PlayerController);
/// <summary>Sets the focus to this widget for a specific user</summary> public extern void SetUserFocus(APlayerController PlayerController);
/// <summary>Creates a widget</summary> public static UUserWidget Create(UObject WorldContextObject, TSubclassOf <UUserWidget> WidgetType, APlayerController OwningPlayer) { IntPtr ___ret = Create(IntPtr.Zero, WorldContextObject, WidgetType.NativeClass, OwningPlayer); if (___ret == IntPtr.Zero) { return(null); } UUserWidget ___ret2 = new UUserWidget() { _this = ___ret }; return(___ret2); }
/// <summary> /// Returns whether the player is logged in to the currently active online subsystem. /// @param Player Specific player's login status to get. May not be supported on all platforms. If null, defaults to the player with ControllerId 0. /// </summary> public extern static bool IsLoggedIn(APlayerController SpecificPlayer);
/// <summary> /// Dynamically assign Controller to Player and set viewport. /// </summary> /// <param name="pC">new player controller to assign to player</param> public override void SwitchController(APlayerController pC) { }
/// <summary> /// Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release) /// @param SpecificPlayer Specific player's achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0 /// </summary> public extern static void ShowPlatformSpecificAchievementsScreen(APlayerController SpecificPlayer);
/// <summary> /// Add a player to the admin list of this session /// </summary> /// <param name="adminPlayer">player to add to the list</param> public override void AddAdmin(APlayerController adminPlayer) { }
public FLocalPlayerContext(APlayerController inPlayerController) : base(E_CreateStruct_FLocalPlayerContext_APlayerController(inPlayerController), false) { }
/// <summary> /// Called by GameMode::PostLogin to give session code chance to do work after PostLogin /// </summary> /// <param name="newPlayer">player logging in</param> public override void PostLogin(APlayerController newPlayer) { }
/// <summary>Sets the focus to this widget for a specific user</summary> public void SetUserFocus(APlayerController PlayerController) { CheckIsValid(); SetUserFocus(_this.Get(), PlayerController); }
/// <summary> /// Called when seamless traveling and we are being replaced by the specified PC /// <para>clean up any persistent state (post process chains on LocalPlayers, for example) </para> /// (not called if PlayerController is the same for the from and to GameModes) /// </summary> public override void SeamlessTravelTo(APlayerController newPC) { }
public override void StartNewPlayer(APlayerController newPlayer) { }
/// <summary> /// Gets the projected world to screen position for a player, then converts it into a widget /// position, which takes into account any quality scaling. /// @param PlayerController The player controller to project the position in the world to their screen. /// @param WorldLocation The world location to project from. /// @param ScreenPosition The position in the viewport with quality scale removed and DPI scale remove. /// @return true if the position projects onto the screen. /// </summary> public static bool ProjectWorldLocationToWidgetPosition(APlayerController PlayerController, FVector WorldLocation, out FVector2D ScreenPosition) { int ___ret = ProjectWorldLocationToWidgetPosition(IntPtr.Zero, PlayerController, ref WorldLocation, out ScreenPosition); return(___ret != 0); }
/// <summary> /// Pushes this actor on to the stack of input being handled by a PlayerController. /// @param PlayerController The PlayerController whose input events we want to receive. /// </summary> public extern virtual void EnableInput(APlayerController PlayerController);
/// <summary> /// SetViewTarget of player control on server change /// </summary> public override void SetSeamlessTravelViewTarget(APlayerController pC) { }
/// <summary> /// Add PlayerState to the inactive list, remove from the active list /// </summary> public override void AddInactivePlayer(APlayerState playerState, APlayerController pC) { }