/// <summary>Sets the fill color of the progress bar.</summary> public void SetFillColorAndOpacity(FLinearColor InColor) { CheckIsValid(); SetFillColorAndOpacity(_this.Get(), ref InColor); }
/// <summary> /// Sets the color and opacity of the text drop shadow /// Note: if opacity is zero no shadow will be drawn /// @param InShadowColorAndOpacity The new drop shadow color and opacity /// </summary> public void SetShadowColorAndOpacity(FLinearColor InShadowColorAndOpacity) { CheckIsValid(); SetShadowColorAndOpacity(_this.Get(), ref InShadowColorAndOpacity); }
public void EnableDebugDrawing(bool bShouldDrawDebugData, FLinearColor PathColor = default(FLinearColor)) { CheckIsValid(); EnableDebugDrawing(_this.Get(), bShouldDrawDebugData?1:0, ref PathColor); }
/// <summary> /// Set a named color instance parameter on this ParticleSystemComponent. /// Updates the parameter if it already exists, or creates a new entry if not. /// </summary> public void SetColorParameter(string ParameterName, FLinearColor Param) { CheckIsValid(); SetColorParameter(_this.Get(), ParameterName, ref Param); }
/// <summary>Converts a linear color value to a localizable text, in the form '(R=,G=,B=,A=)'</summary> public static string Conv_ColorToText(FLinearColor InColor) { string ___ret = Conv_ColorToText(IntPtr.Zero, ref InColor); return(___ret); }
public extern void EnableDebugDrawing(bool bShouldDrawDebugData, FLinearColor PathColor = default(FLinearColor));
/// <summary>Sets the color multiplier for the button background</summary> public void SetBackgroundColor(FLinearColor InBackgroundColor) { CheckIsValid(); SetBackgroundColor(_this.Get(), ref InBackgroundColor); }
extern static void DrawLines(IntPtr _this, out FPaintContext Context, FVector2D[] Points, ref FLinearColor Tint, int bAntiAlias);
/// <summary> /// Draws several line segments. /// @param Points Line pairs, each line needs to be 2 separate points in the array. /// @param Thickness How many pixels thick this line should be. /// @param Tint Color to render the line. /// </summary> public static void DrawLines(out FPaintContext Context, FVector2D[] Points, FLinearColor Tint = default(FLinearColor), bool bAntiAlias = true) { DrawLines(IntPtr.Zero, out Context, Points, ref Tint, bAntiAlias?1:0); }
extern static void DrawTextFormatted(IntPtr _this, out FPaintContext Context, string Text, ref FVector2D Position, IntPtr Font, int FontSize, string FontTypeFace, ref FLinearColor Tint);
/// <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 static void DrawTextFormatted(out FPaintContext Context, string Text, FVector2D Position, UFont Font, int FontSize = 16, string FontTypeFace = "Regular", FLinearColor Tint = default(FLinearColor)) { DrawTextFormatted(IntPtr.Zero, out Context, Text, ref Position, Font, FontSize, FontTypeFace, ref Tint); }
/// <summary> /// Creates and initializes a new vector from a color value. /// </summary> /// <param name="inColour">Color used to set vector.</param> public FVector4(FLinearColor inColor) : base(E_CreateStruct_FVector4_FLinearColor(inColor), false) { }
public FFixedRGBASigned8(FLinearColor src) : base(E_CreateStruct_FFixedRGBASigned8_FLinearColor(src), false) { }
/// <summary> /// Sets the color and opacity of the text drop shadow /// Note: if opacity is zero no shadow will be drawn /// @param InShadowColorAndOpacity The new drop shadow color and opacity /// </summary> public extern void SetShadowColorAndOpacity(FLinearColor InShadowColorAndOpacity);
/// <summary>Specify unselected spline component segment color in the editor</summary> public void SetUnselectedSplineSegmentColor(FLinearColor SegmentColor) { CheckIsValid(); SetUnselectedSplineSegmentColor(_this.Get(), ref SegmentColor); }
extern static void DrawLine(IntPtr _this, out FPaintContext Context, ref FVector2D PositionA, ref FVector2D PositionB, ref FLinearColor Tint, int bAntiAlias);
/// <summary>Sets a vector parameter value on the material collection instance. Logs if ParameterName is invalid.</summary> public extern static void SetVectorParameterValue(UObject WorldContextObject, UMaterialParameterCollection Collection, FName ParameterName, FLinearColor ParameterValue);
/// <summary> /// Draws a line. /// @param PositionA Starting position of the line in local space. /// @param PositionB Ending position of the line in local space. /// @param Thickness How many pixels thick this line should be. /// @param Tint Color to render the line. /// </summary> public static void DrawLine(out FPaintContext Context, FVector2D PositionA, FVector2D PositionB, FLinearColor Tint = default(FLinearColor), bool bAntiAlias = true) { DrawLine(IntPtr.Zero, out Context, ref PositionA, ref PositionB, ref Tint, bAntiAlias?1:0); }
static extern void SetBackgroundColor(IntPtr _this, ref FLinearColor InBackgroundColor);
extern static void DrawBox(IntPtr _this, out FPaintContext Context, ref FVector2D Position, ref FVector2D Size, IntPtr Brush, ref FLinearColor Tint);
static extern void SetColorParameter(IntPtr _this, string ParameterName, ref FLinearColor Param);
/// <summary>Draws a box</summary> public static void DrawBox(out FPaintContext Context, FVector2D Position, FVector2D Size, USlateBrushAsset Brush, FLinearColor Tint = default(FLinearColor)) { DrawBox(IntPtr.Zero, out Context, ref Position, ref Size, Brush, ref Tint); }
extern static string Conv_ColorToText(IntPtr _this, ref FLinearColor InColor);
extern static void SetColorAndOpacity(IntPtr _this, ref FLinearColor InColorAndOpacity);
static extern void SetShadowColorAndOpacity(IntPtr _this, ref FLinearColor InShadowColorAndOpacity);
/// <summary> /// Constructor from a linear color. /// </summary> public FFloat16Color(FLinearColor src) : base(E_CreateStruct_FFloat16Color_FLinearColor(src), false) { }
static extern void EnableDebugDrawing(IntPtr _this, int bShouldDrawDebugData, ref FLinearColor PathColor);
extern static void SetUnselectedSplineSegmentColor(IntPtr _this, ref FLinearColor SegmentColor);
/// <summary> /// Set a named color instance parameter on this ParticleSystemComponent. /// Updates the parameter if it already exists, or creates a new entry if not. /// </summary> public extern void SetColorParameter(FName ParameterName, FLinearColor Param);
/// <summary>Set color of the light</summary> public void SetLightColor(FLinearColor NewLightColor) { CheckIsValid(); SetLightColor(_this.Get(), ref NewLightColor); }