/// <summary>Gets the brush resource as a material.</summary> public static UMaterialInterface GetBrushResourceAsMaterial(out FSlateBrush Brush) { IntPtr ___ret = GetBrushResourceAsMaterial(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UMaterialInterface ___ret2 = new UMaterialInterface() { _this = ___ret }; return(___ret2); }
/// <summary>Returns a named material. If this named material is not found, returns NULL.</summary> public UMaterialInterface GetNamedMaterial(string InName) { CheckIsValid(); IntPtr ___ret = GetNamedMaterial(_this.Get(), InName); if (___ret == IntPtr.Zero) { return(null); } UMaterialInterface ___ret2 = new UMaterialInterface() { _this = ___ret }; return(___ret2); }
/// <summary>Accessor for decal material</summary> public UMaterialInterface GetDecalMaterial() { CheckIsValid(); IntPtr ___ret = GetDecalMaterial(_this.Get()); if (___ret == IntPtr.Zero) { return(null); } UMaterialInterface ___ret2 = new UMaterialInterface() { _this = ___ret }; return(___ret2); }
/// <summary> /// Returns the material used by the element at the specified index /// @param ElementIndex - The element to access the material of. /// @return the material used by the indexed element of this mesh. /// </summary> public UMaterialInterface GetMaterial(int ElementIndex) { CheckIsValid(); IntPtr ___ret = GetMaterial(_this.Get(), ElementIndex); if (___ret == IntPtr.Zero) { return(null); } UMaterialInterface ___ret2 = new UMaterialInterface() { _this = ___ret }; return(___ret2); }
/// <summary> /// Draws a material on the Canvas. /// @param RenderMaterial Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas. /// @param ScreenPosition Screen space position to render the texture. /// @param ScreenSize Screen space size to render the texture. /// @param CoordinatePosition Normalized UV starting coordinate to use when rendering the texture. /// @param CoordinateSize Normalized UV size coordinate to use when rendering the texture. /// @param Rotation Rotation, in degrees, to render the texture. /// @param PivotPoint Normalized pivot point to use when rotating the texture. /// </summary> public extern void K2_DrawMaterial(UMaterialInterface RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize = default(FVector2D), float Rotation = 0.000000f, FVector2D PivotPoint = default(FVector2D));
/// <summary>Creates a Dynamic Material Instance which you can modify during gameplay.</summary> public static UMaterialInstanceDynamic CreateDynamicMaterialInstance(UObject WorldContextObject, UMaterialInterface Parent) { IntPtr ___ret = CreateDynamicMaterialInstance(IntPtr.Zero, WorldContextObject, Parent); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary> /// Draws a material-textured quad on the HUD. /// @param Material Material to use /// @param ScreenX Screen-space X coordinate of upper left corner of the quad. /// @param ScreenY Screen-space Y coordinate of upper left corner of the quad. /// @param ScreenW Screen-space width of the quad (in pixels). /// @param ScreenH Screen-space height of the quad (in pixels). /// @param MaterialU Texture-space U coordinate of upper left corner of the quad /// @param MaterialV Texture-space V coordinate of upper left corner of the quad. /// @param MaterialUWidth Texture-space width of the quad (in normalized UV distance). /// @param MaterialVHeight Texture-space height of the quad (in normalized UV distance). /// @param Scale Amount to scale the entire texture (horizontally and vertically) /// @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. /// @param Rotation Amount to rotate this quad /// @param RotPivot Location (as proportion of quad, 0-1) to rotate about /// </summary> public extern void DrawMaterial(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale = 1.000000f, bool bScalePosition = false, float Rotation = 0.000000f, FVector2D RotPivot = default(FVector2D));
public extern void DrawMaterialTriangle(UMaterialInterface Material, FVector2D V0_Pos, FVector2D V1_Pos, FVector2D V2_Pos, FVector2D V0_UV, FVector2D V1_UV, FVector2D V2_UV, FLinearColor V0_Color = default(FLinearColor), FLinearColor V1_Color = default(FLinearColor), FLinearColor V2_Color = default(FLinearColor));
public void SetBrushFromMaterial(UMaterialInterface Material) { CheckIsValid(); SetBrushFromMaterial(_this.Get(), Material); }
/// <summary>Change the text material and signal the primitives to be rebuilt</summary> public extern void SetTextMaterial(UMaterialInterface Material);
/// <summary> /// Draws a material-textured quad on the HUD. /// @param Material Material to use /// @param ScreenX Screen-space X coordinate of upper left corner of the quad. /// @param ScreenY Screen-space Y coordinate of upper left corner of the quad. /// @param ScreenW Screen-space width of the quad (in pixels). /// @param ScreenH Screen-space height of the quad (in pixels). /// @param MaterialU Texture-space U coordinate of upper left corner of the quad /// @param MaterialV Texture-space V coordinate of upper left corner of the quad. /// @param MaterialUWidth Texture-space width of the quad (in normalized UV distance). /// @param MaterialVHeight Texture-space height of the quad (in normalized UV distance). /// @param Scale Amount to scale the entire texture (horizontally and vertically) /// @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. /// @param Rotation Amount to rotate this quad /// @param RotPivot Location (as proportion of quad, 0-1) to rotate about /// </summary> public void DrawMaterial(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale = 1.000000f, bool bScalePosition = false, float Rotation = 0.000000f, FVector2D RotPivot = default(FVector2D)) { CheckIsValid(); DrawMaterial(_this.Get(), Material, ScreenX, ScreenY, ScreenW, ScreenH, MaterialU, MaterialV, MaterialUWidth, MaterialVHeight, Scale, bScalePosition?1:0, Rotation, ref RotPivot); }
/// <summary>Adds an element to the sprite.</summary> public extern void AddElement(UMaterialInterface Material, UCurveFloat DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, UCurveFloat DistanceToSizeCurve);
/// <summary>setting decal material on decal component. This will force the decal to reattach</summary> public void SetDecalMaterial(UMaterialInterface NewDecalMaterial) { CheckIsValid(); SetDecalMaterial(_this.Get(), NewDecalMaterial); }
/// <summary> /// Changes the material applied to an element of the mesh. /// @param ElementIndex - The element to access the material of. /// @return the material used by the indexed element of this mesh. /// </summary> public void SetMaterial(int ElementIndex, UMaterialInterface Material) { CheckIsValid(); SetMaterial(_this.Get(), ElementIndex, Material); }
/// <summary> /// Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material. /// @param ElementIndex - The index of the skin to replace the material for. If invalid, the material is unchanged and NULL is returned. /// </summary> public UMaterialInstanceDynamic CreateDynamicMaterialInstance(int ElementIndex, UMaterialInterface SourceMaterial) { CheckIsValid(); IntPtr ___ret = CreateDynamicMaterialInstance(_this.Get(), ElementIndex, SourceMaterial); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
public extern void SetBrushFromMaterial(UMaterialInterface Material);
public void SetLightFunctionMaterial(UMaterialInterface NewLightFunctionMaterial) { CheckIsValid(); SetLightFunctionMaterial(_this.Get(), NewLightFunctionMaterial); }
public void DrawMaterialTriangle(UMaterialInterface Material, FVector2D V0_Pos, FVector2D V1_Pos, FVector2D V2_Pos, FVector2D V0_UV, FVector2D V1_UV, FVector2D V2_UV, FLinearColor V0_Color = default(FLinearColor), FLinearColor V1_Color = default(FLinearColor), FLinearColor V2_Color = default(FLinearColor)) { CheckIsValid(); DrawMaterialTriangle(_this.Get(), Material, ref V0_Pos, ref V1_Pos, ref V2_Pos, ref V0_UV, ref V1_UV, ref V2_UV, ref V0_Color, ref V1_Color, ref V2_Color); }
/// <summary>Change the text material and signal the primitives to be rebuilt</summary> public void SetTextMaterial(UMaterialInterface Material) { CheckIsValid(); SetTextMaterial(_this.Get(), Material); }
/// <summary> /// Draws a material-textured quad on the HUD. Assumes UVs such that the entire material is shown. /// @param Material Material to use /// @param ScreenX Screen-space X coordinate of upper left corner of the quad. /// @param ScreenY Screen-space Y coordinate of upper left corner of the quad. /// @param ScreenW Screen-space width of the quad (in pixels). /// @param ScreenH Screen-space height of the quad (in pixels). /// @param Scale Amount to scale the entire texture (horizontally and vertically) /// @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. /// </summary> public void DrawMaterialSimple(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale = 1.000000f, bool bScalePosition = false) { CheckIsValid(); DrawMaterialSimple(_this.Get(), Material, ScreenX, ScreenY, ScreenW, ScreenH, Scale, bScalePosition?1:0); }
/// <summary>Adds an element to the sprite.</summary> public void AddElement(UMaterialInterface Material, UCurveFloat DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, UCurveFloat DistanceToSizeCurve) { CheckIsValid(); AddElement(_this.Get(), Material, DistanceToOpacityCurve, bSizeIsInScreenSpace?1:0, BaseSizeX, BaseSizeY, DistanceToSizeCurve); }
/// <summary>Sets the resource on a brush to be a Material.</summary> public static void SetBrushResourceToMaterial(out FSlateBrush Brush, UMaterialInterface Material) { SetBrushResourceToMaterial(IntPtr.Zero, out Brush, Material); }
/// <summary> /// Draws a material-textured quad on the HUD. Assumes UVs such that the entire material is shown. /// @param Material Material to use /// @param ScreenX Screen-space X coordinate of upper left corner of the quad. /// @param ScreenY Screen-space Y coordinate of upper left corner of the quad. /// @param ScreenW Screen-space width of the quad (in pixels). /// @param ScreenH Screen-space height of the quad (in pixels). /// @param Scale Amount to scale the entire texture (horizontally and vertically) /// @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. /// </summary> public extern void DrawMaterialSimple(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale = 1.000000f, bool bScalePosition = false);
/// <summary> /// Creates a Slate Brush from a Material. Materials don't have an implicit size, so providing a widget and height /// is required to hint slate with how large the image wants to be by default. /// @return A new slate brush using the material. /// </summary> public static FSlateBrush MakeBrushFromMaterial(UMaterialInterface Material, int Width = 32, int Height = 32) { FSlateBrush ___ret = MakeBrushFromMaterial(IntPtr.Zero, Material, Width, Height); return(___ret); }
/// <summary> /// Renders a quad with the material applied to the specified render target. /// This sets the render target even if it is already set, which is an expensive operation. /// Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target. /// </summary> public static void DrawMaterialToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, UMaterialInterface Material) { DrawMaterialToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, Material); }
/// <summary> /// Draws a material on the Canvas. /// @param RenderMaterial Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas. /// @param ScreenPosition Screen space position to render the texture. /// @param ScreenSize Screen space size to render the texture. /// @param CoordinatePosition Normalized UV starting coordinate to use when rendering the texture. /// @param CoordinateSize Normalized UV size coordinate to use when rendering the texture. /// @param Rotation Rotation, in degrees, to render the texture. /// @param PivotPoint Normalized pivot point to use when rotating the texture. /// </summary> public void DrawMaterial(UMaterialInterface RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize = default(FVector2D), float Rotation = 0.000000f, FVector2D PivotPoint = default(FVector2D)) { CheckIsValid(); K2_DrawMaterial(_this.Get(), RenderMaterial, ref ScreenPosition, ref ScreenSize, ref CoordinatePosition, ref CoordinateSize, Rotation, ref PivotPoint); }
/// <summary> /// Set a named material instance parameter on this ParticleSystemComponent. /// Updates the parameter if it already exists, or creates a new entry if not. /// </summary> public void SetMaterialParameter(string ParameterName, UMaterialInterface Param) { CheckIsValid(); SetMaterialParameter(_this.Get(), ParameterName, Param); }
/// <summary> /// Draws a set of triangles on the Canvas. /// @param RenderMaterial Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas. /// @param Triangles Triangles to render. /// </summary> public void DrawMaterialTriangle(UMaterialInterface RenderMaterial, FCanvasUVTri[] Triangles) { CheckIsValid(); K2_DrawMaterialTriangle(_this.Get(), RenderMaterial, Triangles); }
/// <summary> /// Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material. /// @param Name - The slot name of the material to replace. If invalid, the material is unchanged and NULL is returned. /// </summary> public UMaterialInstanceDynamic CreateNamedDynamicMaterialInstance(string InName, UMaterialInterface SourceMaterial) { CheckIsValid(); IntPtr ___ret = CreateNamedDynamicMaterialInstance(_this.Get(), InName, SourceMaterial); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary> /// Set a named material instance parameter on this ParticleSystemComponent. /// Updates the parameter if it already exists, or creates a new entry if not. /// </summary> public extern void SetMaterialParameter(FName ParameterName, UMaterialInterface Param);