示例#1
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 /// <summary>
 /// Returns the wrapped text size in screen space coordinates.
 /// @param RenderFont                            Font to use when determining the size of the text. If this is null, then a default engine font is used.
 /// @param RenderText                            Text to determine the size of.
 /// @return                                                      Returns the screen space size of the text.
 /// </summary>
 public extern FVector2D K2_StrLen(UFont RenderFont, FString RenderText);
示例#2
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 /// <summary>Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini</summary>
 public extern void CheatScript(FString ScriptName);
示例#3
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 public override string ToString()
 {
     return(FString.ToString(ref this));
 }
示例#4
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 /// <summary>View from the point of view of player with PlayerName S.</summary>
 public extern virtual void ViewPlayer(FString S);
示例#5
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 /// <summary>This will create a BugItGo string for us.  Nice for calling form c++ where you just want the string and no Screenshots *</summary>
 public extern virtual void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, out FString GoString, out FString LocString);
 /// <summary>
 /// Prints a warning string to the log and the screen. Meant to be used as a way to inform the user that they misused the node.
 /// WARNING!! Don't change the signature of this function without fixing up all nodes using it in the compiler
 /// @param       InString                The string to log out
 /// </summary>
 public extern static void PrintWarning(FString InString);
 /// <summary>
 /// Creates a literal string
 /// @param       Value   value to set the string to
 /// @return      The literal string
 /// </summary>
 public extern static FString MakeLiteralString(FString Value);
 /// <summary>Opens the specified URL in the platform's web browser of choice</summary>
 public extern static void LaunchURL(FString URL);
 /// <summary>Draw a debug string at a 3d world location.</summary>
 public extern static void DrawDebugString(UObject WorldContextObject, FVector TextLocation, FString Text, AActor TestBaseActor, FLinearColor TextColor = default(FLinearColor), float Duration = 0.000000f);
示例#10
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 private static extern string ToString(ref FString str);
 public extern static bool CanLaunchURL(FString URL);
示例#12
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 /// <summary>Retrieve the header and value for the given index of header/value pair</summary>
 public extern virtual void GetHeader(int HeaderIndex, out FString Header, out FString Value);
示例#13
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 /// <summary>@return the value for the given header (or "" if no matching header)</summary>
 public extern virtual FString GetHeaderValue(FString HeaderName);
示例#14
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 /// <summary>
 /// Draws text on the Canvas.
 /// @param RenderFont                            Font to use when rendering the text. If this is null, then a default engine font is used.
 /// @param RenderText                            Text to render on the Canvas.
 /// @param ScreenPosition                        Screen space position to render the text.
 /// @param RenderColor                           Color to render the text.
 /// @param Kerning                                       Horizontal spacing adjustment to modify the spacing between each letter.
 /// @param ShadowColor                           Color to render the shadow of the text.
 /// @param ShadowOffset                          Pixel offset relative to the screen space position to render the shadow of the text.
 /// @param bCentreX                                      If true, then interpret the screen space position X coordinate as the center of the rendered text.
 /// @param bCentreY                                      If true, then interpret the screen space position Y coordinate as the center of the rendered text.
 /// @param bOutlined                                     If true, then the text should be rendered with an outline.
 /// @param OutlineColor                          Color to render the outline for the text.
 /// </summary>
 public extern void K2_DrawText(UFont RenderFont, FString RenderText, FVector2D ScreenPosition, FLinearColor RenderColor = default(FLinearColor), float Kerning = 0.000000f, FLinearColor ShadowColor = default(FLinearColor), FVector2D ShadowOffset = default(FVector2D), bool bCentreX = false, bool bCentreY = false, bool bOutlined = false, FLinearColor OutlineColor = default(FLinearColor));
 /// <summary>
 /// Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// @param Time                  How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
 /// @param bLooping              true to keep executing the delegate every Time seconds, false to execute delegate only once.
 /// @return                              The timer handle to pass to other timer functions to manipulate this timer.
 /// </summary>
 public extern static FTimerHandle K2_SetTimer(UObject Object, FString FunctionName, float Time, bool bLooping);
 /// <summary>Set a STRING property by name</summary>
 public extern static void SetStringPropertyByName(UObject Object, FName PropertyName, FString Value);
 /// <summary>
 /// Executes a console command, optionally on a specific controller
 /// @param       Command                 Command to send to the console
 /// @param       SpecificPlayer  If specified, the console command will be routed through the specified player
 /// </summary>
 public extern static void ExecuteConsoleCommand(UObject WorldContextObject, FString Command, APlayerController SpecificPlayer);
 /// <summary>
 /// Returns time until the timer will next execute its delegate.
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// @return                              How long is remaining in the current iteration of the timer.
 /// </summary>
 public extern static float K2_GetTimerRemainingTime(UObject Object, FString FunctionName);
 /// <summary>
 /// Prints a string 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       InString                The string 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 PrintString(UObject WorldContextObject, FString InString, bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = default(FLinearColor), float Duration = 2.000000f);
 /// <summary>
 /// Returns elapsed time for the given delegate (time since current countdown iteration began).
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// @return                              How long has elapsed since the current iteration of the timer began.
 /// </summary>
 public extern static float K2_GetTimerElapsedTime(UObject Object, FString FunctionName);
 /// <summary>Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)</summary>
 public extern static void ShowPlatformSpecificLeaderboardScreen(FString CategoryName);
 /// <summary>
 /// Returns true is a timer for the given delegate exists, false otherwise.
 /// @param Object         Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName   Delegate function name. Can be a K2 function or a Custom Event.
 /// @return                               True if the timer exists.
 /// </summary>
 public extern static bool K2_TimerExists(UObject Object, FString FunctionName);
示例#23
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 /// <summary>Load Classname and spawn an actor of that class</summary>
 public extern virtual void Summon(FString ClassName);
 /// <summary>
 /// Returns true if a timer exists and is active for the given delegate, false otherwise.
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// @return                              True if the timer exists and is active.
 /// </summary>
 public extern static bool K2_IsTimerActive(UObject Object, FString FunctionName);
示例#25
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 /// <summary>
 /// This function is used to print out the BugIt location.  It prints out copy and paste versions for both IMing someone to type in
 /// and also a gameinfo ?options version so that you can append it to your launching url and be taken to the correct place.
 /// Additionally, it will take a screen shot so reporting bugs is a one command action!
 /// </summary>
 public extern virtual void BugIt(FString ScreenShotDescription);
 /// <summary>
 /// Resumes a paused timer from its current elapsed time.
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// </summary>
 public extern static void K2_UnPauseTimer(UObject Object, FString FunctionName);
示例#27
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 extern static string ToString(ref FString str);
 /// <summary>
 /// Clears a set timer.
 /// @param Object                Object that implements the delegate function. Defaults to self (this blueprint)
 /// @param FunctionName  Delegate function name. Can be a K2 function or a Custom Event.
 /// </summary>
 public extern static void K2_ClearTimer(UObject Object, FString FunctionName);
 public extern static void EvaluateCurveTableRow(UCurveTable CurveTable, FName RowName, float InXY, EEvaluateCurveTableResult OutResult, out float OutXY, FString ContextString);
示例#30
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 /// <summary>
 /// Returns the clipped text size in screen space coordinates.
 /// @param RenderFont                            Font to use when determining the size of the text. If this is null, then a default engine font is used.
 /// @param RenderText                            Text to determine the size of.
 /// @param Scale                                         Scale of the font to use when determining the size of the text.
 /// @return                                                      Returns the screen space size of the text.
 /// </summary>
 public extern FVector2D K2_TextSize(UFont RenderFont, FString RenderText, FVector2D Scale = default(FVector2D));