/// <summary>Gets all parent components up to and including the root component</summary> public void GetParentComponents(out USceneComponent[] Parents) { CheckIsValid(); IntPtr[] Parents_temp; GetParentComponents(_this.Get(), out Parents_temp); Parents = MarshalUtil.IntPtrArrayToObjectArray <USceneComponent>(Parents_temp); }
/// <summary> /// Returns the array of actors inside a selection rectangle, with a class filter. /// Sample usage: /// TArray<AStaticMeshActor*> ActorsInSelectionRect; /// Canvas->GetActorsInSelectionRectangle<AStaticMeshActor>(FirstPoint,SecondPoint,ActorsInSelectionRect); /// @param FirstPoint The first point, or anchor of the marquee box. Where the dragging of the marquee started in screen space. /// @param SecondPoint The second point, where the mouse cursor currently is / the other point of the box selection, in screen space. /// @return OutActors The actors that are within the selection box according to selection rule /// @param bIncludeNonCollidingComponents Whether to include even non-colliding components of the actor when determining its bounds /// @param bActorMustBeFullyEnclosed The Selection rule: whether the selection box can partially intersect Actor, or must fully enclose the Actor. /// </summary> public void GetActorsInSelectionRectangle(TSubclassOf <AActor> ClassFilter, FVector2D FirstPoint, FVector2D SecondPoint, out AActor[] OutActors, bool bIncludeNonCollidingComponents = true, bool bActorMustBeFullyEnclosed = false) { CheckIsValid(); IntPtr[] OutActors_temp; GetActorsInSelectionRectangle(_this.Get(), ClassFilter.NativeClass, ref FirstPoint, ref SecondPoint, out OutActors_temp, bIncludeNonCollidingComponents?1:0, bActorMustBeFullyEnclosed?1:0); OutActors = MarshalUtil.IntPtrArrayToObjectArray <AActor>(OutActors_temp); }
/// <summary> /// Gets all the attached child components /// @param bIncludeAllDescendants Whether to include all descendants in the list of children (i.e. grandchildren, great grandchildren, etc.) /// @param Children The list of attached child components /// </summary> public void GetChildrenComponents(bool bIncludeAllDescendants, out USceneComponent[] Children) { CheckIsValid(); IntPtr[] Children_temp; GetChildrenComponents(_this.Get(), bIncludeAllDescendants?1:0, out Children_temp); Children = MarshalUtil.IntPtrArrayToObjectArray <USceneComponent>(Children_temp); }
/// <summary> /// Returns a list of actors that this component is overlapping. /// @param OverlappingActors [out] Returned list of overlapping actors /// @param ClassFilter [optional] If set, only returns actors of this class or subclasses /// </summary> public void GetOverlappingActors(out AActor[] OverlappingActors, TSubclassOf <AActor> ClassFilter) { CheckIsValid(); IntPtr[] OverlappingActors_temp; GetOverlappingActors(_this.Get(), out OverlappingActors_temp, ClassFilter.NativeClass); OverlappingActors = MarshalUtil.IntPtrArrayToObjectArray <AActor>(OverlappingActors_temp); }
/// <summary>Returns list of components this component is overlapping.</summary> public void GetOverlappingComponents(out UPrimitiveComponent[] InOverlappingComponents) { CheckIsValid(); IntPtr[] InOverlappingComponents_temp; GetOverlappingComponents(_this.Get(), out InOverlappingComponents_temp); InOverlappingComponents = MarshalUtil.IntPtrArrayToObjectArray <UPrimitiveComponent>(InOverlappingComponents_temp); }
/// <summary> /// Find all widgets in the world with the specified interface. /// This is a slow operation, use with caution e.g. do not use every frame. /// @param Interface The interface to find. Must be specified or result array will be empty. /// @param FoundWidgets Output array of widgets that implement the specified interface. /// @param TopLevelOnly Only the widgets that are direct children of the viewport will be returned. /// </summary> public static void GetAllWidgetsWithInterface(UObject WorldContextObject, TSubclassOf <UInterface> Interface, out UUserWidget[] FoundWidgets, bool TopLevelOnly) { IntPtr[] FoundWidgets_temp; GetAllWidgetsWithInterface(IntPtr.Zero, WorldContextObject, Interface.NativeClass, out FoundWidgets_temp, TopLevelOnly?1:0); FoundWidgets = MarshalUtil.IntPtrArrayToObjectArray <UUserWidget>(FoundWidgets_temp); }
/// <summary> /// Find all widgets of a certain class. /// @param FoundWidgets The widgets that were found matching the filter. /// @param WidgetClass The widget class to filter by. /// @param TopLevelOnly Only the widgets that are direct children of the viewport will be returned. /// </summary> public static void GetAllWidgetsOfClass(UObject WorldContextObject, out UUserWidget[] FoundWidgets, TSubclassOf <UUserWidget> WidgetClass, bool TopLevelOnly = true) { IntPtr[] FoundWidgets_temp; GetAllWidgetsOfClass(IntPtr.Zero, WorldContextObject, out FoundWidgets_temp, WidgetClass.NativeClass, TopLevelOnly?1:0); FoundWidgets = MarshalUtil.IntPtrArrayToObjectArray <UUserWidget>(FoundWidgets_temp); }
public void GetAllWidgets(out UWidget[] Widgets) { IntPtr[] OutWidgets; GetAllWidgets(this, out OutWidgets); Widgets = MarshalUtil.IntPtrArrayToObjectArray <UWidget>(OutWidgets); }
/// <summary>Returns the list of actors we currently ignore when moving.</summary> public AActor[] CopyArrayOfMoveIgnoreActors() { CheckIsValid(); IntPtr[] ___ret = CopyArrayOfMoveIgnoreActors(_this.Get()); return(MarshalUtil.IntPtrArrayToObjectArray <AActor>(___ret)); }
public UMaterialInterface[] GetMaterials() { CheckIsValid(); IntPtr[] ___ret = GetMaterials(_this.Get()); return(MarshalUtil.IntPtrArrayToObjectArray <UMaterialInterface>(___ret)); }
public T[] GetComponentsByClass <T>() where T : UObject, new() { CheckIsValid(); return(MarshalUtil.IntPtrArrayToObjectArray <T>(GetComponentsByClass(_this.Get(), TypeClass <T>()))); }
/// <summary>Returns the list of actors we currently ignore when moving.</summary> public UPrimitiveComponent[] CopyArrayOfMoveIgnoreComponents() { CheckIsValid(); IntPtr[] ___ret = CopyArrayOfMoveIgnoreComponents(_this.Get()); return(MarshalUtil.IntPtrArrayToObjectArray <UPrimitiveComponent>(___ret)); }