public static UWorld World(this FWorldContext worldContext) { return(GCHelper.Find <UWorld>(worldContext.CurrentWorld)); }
public static UGameInstance GetOwningGameInstance(this FWorldContext worldContext) { return(GCHelper.Find <UGameInstance>(worldContext.OwningGameInstance)); }
public AActor SpawnActor(UClass unrealClass, ref FVector location, ref FRotator rotation) { FActorSpawnParametersInterop parameters = default(FActorSpawnParametersInterop); return(GCHelper.Find <AActor>(Native_UWorld.SpawnActor(Address, unrealClass.Address, ref location, ref rotation, ref parameters))); }
public UWorld GetWorldFromContextObject(UObject obj) { return(GCHelper.Find <UWorld>(Native_UEngine.GetWorldFromContextObject(obj.Address, EGetWorldErrorMode.ReturnNull))); }
public static UGameInstance GetGameInstance(this UGameInstanceSubsystem Instance) { return(GCHelper.Find <UGameInstance>(Native_UGameInstanceSubsystem.GetGameInstance(Instance.Address))); }
public APlayerController GetFirstPlayerController() { return(GCHelper.Find <APlayerController>(Native_UWorld.GetFirstPlayerController(Address))); }
/// <summary> /// Return the ULevel that this Actor is part of. /// </summary> /// <returns></returns> public ULevel GetLevel() { return(GCHelper.Find <ULevel>(Native_AActor.GetLevel(this.Address))); }
public T GetTarget <T>() where T : UObject { return(GCHelper.Find <T>(GetTargetPtr())); }
public UObject GetTarget() { return(GCHelper.Find(GetTargetPtr())); }
internal override void SetupPlayerInputComponent(IntPtr playerInputComponentAddress) { UInputComponent playerInputComponent = GCHelper.Find <UInputComponent>(playerInputComponentAddress); SetupPlayerInputComponent(playerInputComponent); }
/// <summary> /// Get the Blueprint object that generated the supplied class /// </summary> /// <param name="inClass"></param> /// <returns></returns> public static UBlueprint GetBlueprintFromClass(UClass inClass) { return(GCHelper.Find <UBlueprint>(Native_UBlueprint.GetBlueprintFromClass(inClass == null ? IntPtr.Zero : inClass.Address))); }