/// <summary>Returns true if A and B are linguistically equal (A == B).</summary> public extern static bool EqualEqual_TextText(FText A, FText B);
/// <summary>Change the text value and signal the primitives to be rebuilt</summary> public extern void K2_SetText(FText Value);
/// <summary>Returns true if A and B are linguistically equal (A == B), ignoring case.</summary> public extern static bool EqualEqual_IgnoreCase_TextText(FText A, FText B);
/// <summary>Notify client they were kicked from the server</summary> public extern virtual void ClientWasKicked(FText KickReason);
public extern void SetText(FText InText);
/// <summary>Removes whitespace characters from the front of the text.</summary> public extern static FText TextTrimPreceding(FText InText);
/// <summary>Returns true if text is transient.</summary> public extern static bool TextIsTransient(FText InText);
/// <summary> /// Prints text to the log, and optionally, to the screen /// If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up. /// @param InText The text to log out /// @param bPrintToScreen Whether or not to print the output to the screen /// @param bPrintToLog Whether or not to print the output to the log /// @param bPrintToConsole Whether or not to print the output to the console /// @param TextColor Whether or not to print the output to the console /// @param Duration The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config. /// </summary> public extern static void PrintText(UObject WorldContextObject, FText InText, bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = default(FLinearColor), float Duration = 2.000000f);
/// <summary> /// Creates a literal FText /// @param Value value to set the FText to /// @return The literal FText /// </summary> public extern static FText MakeLiteralText(FText Value);
/// <summary>Set a TEXT property by name</summary> public extern static void SetTextPropertyByName(UObject Object, FName PropertyName, FText Value);
/// <summary>Sets the game window title</summary> public extern static void SetWindowTitle(FText Title);
/// <summary>Sets the tooltip text for the widget.</summary> public extern void SetToolTipText(FText InToolTipText);
public extern void SetHintText(FText InHintText);
/// <summary> /// Directly sets the widget text. /// Warning: This will wipe any binding created for the Text property! /// @param InText The text to assign to the widget /// </summary> public extern virtual void SetText(FText InText);
/// <summary>Attempts to find existing Text using the representation found in the loc tables for the specified namespace and key.</summary> public extern static bool FindTextInLocalizationTable(FString Namespace, FString Key, out FText OutText);
public string ToString(FText str) { return(ToString(ref this)); }
/// <summary>Removes trailing whitespace characters.</summary> public extern static FText TextTrimTrailing(FText InText);
//[MethodImplAttribute(MethodImplOptions.InternalCall)] public extern static string ToString(ref FText str);
/// <summary>Returns true if text is culture invariant.</summary> public extern static bool TextIsCultureInvariant(FText InText);
public extern void SetError(FText InError);
/// <summary>Returns true if text is empty.</summary> public extern static bool TextIsEmpty(FText InText);
/// <summary> /// Draws text. /// @param Text The string to draw. /// @param Position The starting position where the text is drawn in local space. /// @param Tint Color to render the line. /// </summary> public extern static void DrawTextFormatted(out FPaintContext Context, FText Text, FVector2D Position, UFont Font, int FontSize = 16, FName FontTypeFace = default(FName), FLinearColor Tint = default(FLinearColor));