Пример #1
0
            internal static unsafe void Invoke(IntPtr obj, MovieSceneObjectBindingID Binding)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((MovieSceneObjectBindingID *)(b + 0)) = Binding;
                Main.GetProcessEvent(obj, ResetBinding_ptr, new IntPtr(p));;
            }
        }
Пример #2
0
            internal static unsafe void Invoke(IntPtr obj, MovieSceneObjectBindingID Binding, Actor Actor, bool bAllowBindingsFromAsset)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((MovieSceneObjectBindingID *)(b + 0)) = Binding;
                *((IntPtr *)(b + 24)) = Actor;
                *((bool *)(b + 32))   = bAllowBindingsFromAsset;
                Main.GetProcessEvent(obj, AddBinding_ptr, new IntPtr(p));;
            }
        }
Пример #3
0
            internal static unsafe IReadOnlyCollection <UObject> Invoke(IntPtr obj, MovieSceneObjectBindingID ObjectBinding)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((MovieSceneObjectBindingID *)(b + 0)) = ObjectBinding;
                Main.GetProcessEvent(obj, GetBoundObjects_ptr, new IntPtr(p));;
                //TODO: array TArray ReturnValue
                return(UObject.ToUObjectCollection <UObject>(b + 24));
            }
        }
Пример #4
0
            internal static unsafe void Invoke(IntPtr obj, MovieSceneObjectBindingID Binding, byte Actors /*TODO: array TArray */, bool bAllowBindingsFromAsset)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((MovieSceneObjectBindingID *)(b + 0)) = Binding;
                throw new NotImplementedException(); //TODO: array TArray Actors
                *((bool *)(b + 40)) = bAllowBindingsFromAsset;
                Main.GetProcessEvent(obj, SetBinding_ptr, new IntPtr(p));;
                //TODO: array TArray Actors
            }
        }
Пример #5
0
 ///<summary>
 ///Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset
 ///@
 ///</summary>
 ///<remarks>
 ///param Binding Binding to modify
 ///@param Actors Actors to bind
 ///@param bAllowBindingsFromAsset Allow bindings from the level sequence asset
 ///</remarks>
 public void SetBinding(MovieSceneObjectBindingID Binding, byte Actors /*TODO: array TArray */, bool bAllowBindingsFromAsset) =>
 LevelSequenceActor_methods.SetBinding_method.Invoke(ObjPointer, Binding, Actors, bAllowBindingsFromAsset);
Пример #6
0
 ///<summary>Resets the specified binding back to the defaults defined by the Level Sequence asset</summary>
 public void ResetBinding(MovieSceneObjectBindingID Binding) =>
 LevelSequenceActor_methods.ResetBinding_method.Invoke(ObjPointer, Binding);
Пример #7
0
 ///<summary>
 ///Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset
 ///@
 ///</summary>
 ///<remarks>
 ///param Binding Binding to modify
 ///@param Actor Actor to bind
 ///@param bAllowBindingsFromAsset Allow bindings from the level sequence asset
 ///</remarks>
 public void AddBinding(MovieSceneObjectBindingID Binding, Actor Actor, bool bAllowBindingsFromAsset) =>
 LevelSequenceActor_methods.AddBinding_method.Invoke(ObjPointer, Binding, Actor, bAllowBindingsFromAsset);