상속: UnrealEngine.UObjectBaseUtility
 public UBTTask_WaitBlackboardTime(UObject Parent = null, string Name = "BTTask_WaitBlackboardTime")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UBTTask_WaitBlackboardTime(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #2
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 /// <summary>Gets the amount of padding that needs to be added when accounting for the safe zone on TVs.</summary>
 public extern static void GetSafeZonePadding(UObject WorldContextObject, out FVector2D SafePadding, out FVector2D SafePaddingScale, out FVector2D SpillOverPadding);
예제 #3
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 public UBTDecorator_CompareBBEntries(UObject Parent = null, string Name = "BTDecorator_CompareBBEntries")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UBTDecorator_CompareBBEntries(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #4
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 public AGameState(UObject Parent = null, string Name = "GameState")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_AGameState(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #5
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 public ULocalLightComponent(UObject Parent = null, string Name = "LocalLightComponent")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_ULocalLightComponent(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #6
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 public static T LoadObject <T>(UObject InOuter, string Name, string Filename = null, uint LoadFlags = 0, UPackageMap Sandbox = null, bool bAllowObjectReconciliation = true) where T : UObject, new()
 {
     return(Cast <T>(StaticLoadObject(TypeClass <T>(), InOuter, Name, Filename, LoadFlags, Sandbox, bAllowObjectReconciliation)));
 }
예제 #7
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 public static string MakeUniqueObjectName(UObject Outer, UClass Class, string BaseName)
 {
     return(_MakeUniqueObjectName(Outer, Class, BaseName));
 }
 public USceneCaptureComponentCube(UObject Parent = null, string Name = "SceneCaptureComponentCube")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_USceneCaptureComponentCube(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #9
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 /// <summary>
 /// Returns a Canvas object that can be used to draw to the specified render target.
 /// Canvas has functions like DrawMaterial with size parameters that can be used to draw to a specific area of a render target.
 /// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!
 /// </summary>
 public extern static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context);
 public IAIPerceptionListenerInterface(UObject Parent = null, string Name = "AIPerceptionListenerInterface")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_IAIPerceptionListenerInterface(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
 public UPawnNoiseEmitterComponent(UObject Parent = null, string Name = "PawnNoiseEmitterComponent")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UPawnNoiseEmitterComponent(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
 /// <summary>
 /// unregister all observers associated with given owner
 /// </summary>
 public void UnregisterObserversFrom(UObject notifyOwner)
 => E_UBlackboardComponent_UnregisterObserversFrom(this, notifyOwner);
 public void SetValueAsObject(string keyName, UObject objectValue)
 => E_UBlackboardComponent_SetValueAsObject(this, keyName, objectValue);
예제 #14
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 public UTouchInterface(UObject Parent = null, string Name = "TouchInterface")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UTouchInterface(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #15
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 public static UObject StaticLoadObject(UClass Class, UObject InOuter, string Name, string Filename = null, uint LoadFlags = 0, UPackageMap Sandbox = null, bool bAllowObjectReconciliation = true)
 {
     return(_StaticLoadObject(Class, InOuter, Name, Filename, LoadFlags, Sandbox, bAllowObjectReconciliation));
 }
예제 #16
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 /// <summary>Exports a Texture2D as a HDR image onto the disk.</summary>
 public extern static void ExportTexture2D(UObject WorldContextObject, UTexture2D Texture, FString FilePath, FString FileName);
예제 #17
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 public static T FindObject <T>(UObject InOuter, string InName, bool ExactClass = false) where T : UObject, new()
 {
     return(Cast <T>(StaticFindObject(TypeClass <T>(), InOuter, InName, ExactClass)));
 }
예제 #18
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 /// <summary>Exports a render target as a HDR image onto the disk.</summary>
 public extern static void ExportRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, FString FilePath, FString FileName);
예제 #19
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 public static UClass LoadClass <T>(UObject InOuter, string Name, string Filename = null, uint LoadFlags = 0, UPackageMap Sandbox = null) where T : UObject, new()
 {
     return(StaticLoadClass(TypeClass <T>(), InOuter, Name, Filename, LoadFlags, Sandbox));
 }
예제 #20
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 /// <summary>
 /// Renders a quad with the material applied to the specified render target.
 /// This sets the render target even if it is already set, which is an expensive operation.
 /// Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.
 /// </summary>
 public extern static void DrawMaterialToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, UMaterialInterface Material);
예제 #21
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 public UBTDecorator_KeepInCone(UObject Parent = null, string Name = "BTDecorator_KeepInCone")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UBTDecorator_KeepInCone(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #22
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 /// <summary>Creates a new render target and initializes it to the specified dimensions</summary>
 public extern static UTextureRenderTarget2D CreateRenderTarget2D(UObject WorldContextObject, int Width = 256, int Height = 256);
 public UEnvQueryTest_PathfindingBatch(UObject Parent = null, string Name = "EnvQueryTest_PathfindingBatch")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UEnvQueryTest_PathfindingBatch(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #24
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 /// <summary>Clears the specified render target with the given ClearColor.</summary>
 public extern static void ClearRenderTarget2D(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, FLinearColor ClearColor = default(FLinearColor));
예제 #25
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 /// <summary>Creates a widget</summary>
 public extern static UUserWidget Create(UObject WorldContextObject, TSubclassOf <UUserWidget> WidgetType, APlayerController OwningPlayer);
예제 #26
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 /// <summary>Must be paired with a BeginDrawCanvasToRenderTarget to complete rendering to a render target.</summary>
 public extern static void EndDrawCanvasToRenderTarget(UObject WorldContextObject, FDrawToRenderTargetContext Context);
 public UEnvQueryItemType_Point(UObject Parent = null, string Name = "EnvQueryItemType_Point")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UEnvQueryItemType_Point(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #28
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 public USphereReflectionCaptureComponent(UObject Parent = null, string Name = "SphereReflectionCaptureComponent")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_USphereReflectionCaptureComponent(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #29
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 public UBTTask_GameplayTaskBase(UObject Parent = null, string Name = "BTTask_GameplayTaskBase")
     : base(IntPtr.Zero)
 {
     NativePointer = E_NewObject_UBTTask_GameplayTaskBase(Parent, Name);
     NativeManager.AddNativeWrapper(NativePointer, this);
 }
예제 #30
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/// <summary>
/// Find all widgets in the world with the specified interface.
/// This is a slow operation, use with caution e.g. do not use every frame.
/// @param Interface The interface to find. Must be specified or result array will be empty.
/// @param FoundWidgets Output array of widgets that implement the specified interface.
/// @param TopLevelOnly Only the widgets that are direct children of the viewport will be returned.
/// </summary>
        public static void GetAllWidgetsWithInterface(UObject WorldContextObject, TSubclassOf <UInterface> Interface, out UUserWidget[] FoundWidgets, bool TopLevelOnly)
        {
            IntPtr[] FoundWidgets_temp;
            GetAllWidgetsWithInterface(IntPtr.Zero, WorldContextObject, Interface.NativeClass, out FoundWidgets_temp, TopLevelOnly?1:0);
            FoundWidgets = MarshalUtil.IntPtrArrayToObjectArray <UUserWidget>(FoundWidgets_temp);
        }