public extern void SetOcclusionTint(FColor InTint);
extern static void SetTextRenderColor(IntPtr _this, ref FColor Value);
/// <summary>Change the text render color and signal the primitives to be rebuilt</summary> public void SetTextRenderColor(FColor Value) { CheckIsValid(); SetTextRenderColor(_this.Get(), ref Value); }
extern static void AddDebugText(IntPtr _this, string DebugText, IntPtr SrcActor, float Duration, ref FVector Offset, ref FVector DesiredOffset, ref FColor TextColor, int bSkipOverwriteCheck, int bAbsoluteLocation, int bKeepAttachedToActor, IntPtr InFont, float FontScale, int bDrawShadow);
/// <summary> /// Add debug text for a specific actor to be displayed via DrawDebugTextList(). If the debug text is invalid then it will /// attempt to remove any previous entries via RemoveDebugText(). /// @param DebugText Text to draw /// @param SrcActor Actor to which this relates /// @param Duration Duration to display the string /// @param Offset Initial offset to render text /// @param DesiredOffset Desired offset to render text - the text will move to this location over the given duration /// @param TextColor Color of text to render /// @param bSkipOverwriteCheck skips the check to see if there is already debug text for the given actor /// @param bAbsoluteLocation use an absolute world location /// @param bKeepAttachedToActor if this is true the text will follow the actor, otherwise it will be drawn at the location when the call was made /// @param InFont font to use /// @param FontScale scale /// @param bDrawShadow Draw shadow on this string /// </summary> public void AddDebugText(string DebugText, AActor SrcActor, float Duration, FVector Offset, FVector DesiredOffset, FColor TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, UFont InFont, float FontScale, bool bDrawShadow) { CheckIsValid(); AddDebugText(_this.Get(), DebugText, SrcActor, Duration, ref Offset, ref DesiredOffset, ref TextColor, bSkipOverwriteCheck?1:0, bAbsoluteLocation?1:0, bKeepAttachedToActor?1:0, InFont, FontScale, bDrawShadow?1:0); }
public void SetOcclusionTint(FColor InTint) { CheckIsValid(); SetOcclusionTint(_this.Get(), ref InTint); }
static extern void SetOcclusionTint(IntPtr _this, ref FColor InTint);
/// <summary> /// Tell client to fade camera /// @Param bEnableFading - true if we should apply FadeColor/FadeAmount to the screen /// @Param FadeColor - Color to fade to /// @Param FadeAlpha - Amount of fading to apply /// @Param FadeTime - length of time for fade to occur over /// @Param bFadeAudio - true to apply fading of audio alongside the video /// </summary> public extern virtual void ClientSetCameraFade(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio);
/// <summary> /// Sets the light color of the player's controller /// @param Color The color for the light to be /// </summary> public extern void SetControllerLightColor(FColor Color);
public extern void SetBloomTint(FColor NewValue);