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|
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>UnrealEngine.Framework</name>
- </assembly>
- <members>
- <member name="T:UnrealEngine.Framework.LinearColor">
- <summary>
- A linear 32-bit floating-point RGBA color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.#ctor(System.Single,System.Single,System.Single,System.Single)">
- <summary>
- Initializes a new instance the linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.#ctor(System.Numerics.Vector3,System.Single)">
- <summary>
- Initializes a new instance the linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.#ctor(System.Numerics.Vector4)">
- <summary>
- Initializes a new instance the linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.#ctor(System.Drawing.Color)">
- <summary>
- Initializes a new instance the linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.#ctor(System.Single[])">
- <summary>
- Initializes a new instance the linear color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Item(System.Int32)">
- <summary>
- Gets or sets the component at the specified index
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.R">
- <summary>
- Gets or sets the red component of the linear color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.G">
- <summary>
- Gets or sets the green component of the linear color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.B">
- <summary>
- Gets or sets the blue component of the linear color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.A">
- <summary>
- Gets or sets the alpha component of the linear color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Black">
- <summary>
- The black color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Blue">
- <summary>
- The blue color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Green">
- <summary>
- The green color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Grey">
- <summary>
- The grey color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Red">
- <summary>
- The red color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.White">
- <summary>
- The white color
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LinearColor.Yellow">
- <summary>
- The yellow color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Equality(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Inequality(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Addition(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Adds two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Subtraction(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Subtracts two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Multiply(System.Single,UnrealEngine.Framework.LinearColor)">
- <summary>
- Multiplies two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Division(System.Single,UnrealEngine.Framework.LinearColor)">
- <summary>
- Divides two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Implicit(System.Drawing.Color)~UnrealEngine.Framework.LinearColor">
- <summary>
- Implicitly casts color instance to a linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.op_Implicit(UnrealEngine.Framework.LinearColor)~System.String">
- <summary>
- Implicitly casts this instance to a string
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Add(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Adds two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Subtract(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Subtracts two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Multiply(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Multiplies two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Divide(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor)">
- <summary>
- Divides two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Lerp(UnrealEngine.Framework.LinearColor,UnrealEngine.Framework.LinearColor,System.Single)">
- <summary>
- Performs a linear interpolation between two colors
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.FromColor(System.Drawing.Color)">
- <summary>
- Converts the color into a linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.ToVector3">
- <summary>
- Converts the linear color into a three component vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.ToVector4">
- <summary>
- Converts the linear color into a four component vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.ToArray">
- <summary>
- Creates an array containing the elements of the linear color
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.ToString">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.ToString(System.IFormatProvider)">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Equals(UnrealEngine.Framework.LinearColor)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LinearColor.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Transform">
- <summary>
- Transform composed of location, rotation, and scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.#ctor(System.Numerics.Vector3,System.Numerics.Quaternion,System.Numerics.Vector3)">
- <summary>
- Initializes a new instance the transform
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Transform.Location">
- <summary>
- Gets or sets the location component
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Transform.Rotation">
- <summary>
- Gets or sets the rotation component
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Transform.Scale">
- <summary>
- Gets or sets the scale component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.op_Equality(UnrealEngine.Framework.Transform,UnrealEngine.Framework.Transform)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.op_Inequality(UnrealEngine.Framework.Transform,UnrealEngine.Framework.Transform)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.op_Implicit(UnrealEngine.Framework.Transform)~System.String">
- <summary>
- Implicitly casts this instance to a string
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.ToString">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.ToString(System.IFormatProvider)">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.Equals(UnrealEngine.Framework.Transform)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Transform.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Hit">
- <summary>
- A trace hit
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.Location">
- <summary>
- Returns the location in world space where the moving shape would end up against the impacted object if there was a hit
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.ImpactLocation">
- <summary>
- Returns the location in world space of the actual contact of the trace shape with the impacted object
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.Normal">
- <summary>
- Returns the normal of the hit in world space for the object that was swept
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.ImpactNormal">
- <summary>
- Returns the normal of the hit in world space for the object that was hit by the sweep
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.TraceStart">
- <summary>
- Returns the start location of the trace
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.TraceEnd">
- <summary>
- Returns the end location of the trace
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.Time">
- <summary>
- Returns the impact along trace direction between 0.0f and 1.0f if there was a hit, indicating time between <see cref="P:UnrealEngine.Framework.Hit.TraceStart"/> and <see cref="P:UnrealEngine.Framework.Hit.TraceEnd"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.Distance">
- <summary>
- Returns the distance from <see cref="P:UnrealEngine.Framework.Hit.TraceStart"/> to <see cref="P:UnrealEngine.Framework.Hit.Location"/> in world space
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.PenetrationDepth">
- <summary>
- Returns the distance along with <see cref="P:UnrealEngine.Framework.Hit.Normal"/> that will result in moving out of penetration if <see cref="P:UnrealEngine.Framework.Hit.StartPenetrating"/> is <c>true</c> and a penetration vector can be computed
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.BlockingHit">
- <summary>
- Returns <c>true</c> if the hit was a result of blocking collision
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Hit.StartPenetrating">
- <summary>
- Returns <c>true</c> if the trace started penetration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.GetActor">
- <summary>
- Returns the owner actor of the component that was hit or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.op_Implicit(UnrealEngine.Framework.Hit)~System.String">
- <summary>
- Implicitly casts this instance to a string
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.ToString">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.ToString(System.IFormatProvider)">
- <summary>
- Returns a string that represents this instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.op_Equality(UnrealEngine.Framework.Hit,UnrealEngine.Framework.Hit)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.op_Inequality(UnrealEngine.Framework.Hit,UnrealEngine.Framework.Hit)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.Equals(UnrealEngine.Framework.Hit)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Hit.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Bounds">
- <summary>
- A combined axis-aligned bounding box and bounding sphere with the same origin
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Bounds.Origin">
- <summary>
- Returns the origin of the bounding box and sphere
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Bounds.BoxExtent">
- <summary>
- Returns the extent of the bounding box
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Bounds.SphereRadius">
- <summary>
- Returns the radius of the bounding sphere
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Bounds.op_Equality(UnrealEngine.Framework.Bounds,UnrealEngine.Framework.Bounds)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Bounds.op_Inequality(UnrealEngine.Framework.Bounds,UnrealEngine.Framework.Bounds)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Bounds.Equals(UnrealEngine.Framework.Bounds)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Bounds.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Bounds.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.CollisionShape">
- <summary>
- A collision shape
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CollisionShape.ShapeType">
- <summary>
- Returns the shape type
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.CreateBox(System.Numerics.Vector3@)">
- <summary>
- Returns a box shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.CreateSphere(System.Single)">
- <summary>
- Returns a sphere shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.CreateCapsule(System.Single,System.Single)">
- <summary>
- Returns a capsule shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.op_Equality(UnrealEngine.Framework.CollisionShape,UnrealEngine.Framework.CollisionShape)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.op_Inequality(UnrealEngine.Framework.CollisionShape,UnrealEngine.Framework.CollisionShape)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.Equals(UnrealEngine.Framework.CollisionShape)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CollisionShape.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Assert">
- <summary>
- Functionality to detect and diagnose unexpected or invalid runtime conditions during development, emitted if the assembly is built with the <a href="https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-build#options">Debug</a> configuration or if <c>ASSERTIONS</c> symbol is defined, signals a breakpoint to an attached debugger
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Assert.IsFalse(System.Boolean,System.String,System.Int32,System.String)">
- <summary>
- Logs an assertion if condition is <c>true</c>, and prints it on the screen
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Assert.IsTrue(System.Boolean,System.String,System.Int32,System.String)">
- <summary>
- Logs an assertion if condition is <c>false</c>, and prints it on the screen
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Assert.IsNull``1(``0,System.String,System.Int32,System.String)">
- <summary>
- Logs an assertion if value is not `null`, and prints it on the screen
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Assert.IsNotNull``1(``0,System.String,System.Int32,System.String)">
- <summary>
- Logs an assertion if value is `null`, and prints it on the screen
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.CommandLine">
- <summary>
- Functionality to work with the command-line of the engine executable
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CommandLine.Get">
- <summary>
- Returns the user arguments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CommandLine.Set(System.String)">
- <summary>
- Overrides the arguments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CommandLine.Append(System.String)">
- <summary>
- Appends the string to the arguments as it is without adding a space
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Debug">
- <summary>
- Functionality for debugging
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.Log(UnrealEngine.Framework.LogLevel,System.String)">
- <summary>
- Logs a message in accordance to the specified level, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.Exception(System.Exception)">
- <summary>
- Creates a log file with the name of assembly if required and writes an exception to it, prints it on the screen, printing on the screen is omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration, but log file will persist
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.AddOnScreenMessage(System.Int32,System.Single,System.Drawing.Color,System.String)">
- <summary>
- Prints a debug message on the screen assigned to the key identifier, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.ClearOnScreenMessages">
- <summary>
- Clears any existing debug messages, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawBox(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug box, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawCapsule(System.Numerics.Vector3@,System.Single,System.Single,System.Numerics.Quaternion@,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug capsule, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawCone(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Single,System.Single,System.Single,System.Int32,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug cone, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawCylinder(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Single,System.Int32,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug cylinder, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawSphere(System.Numerics.Vector3@,System.Single,System.Int32,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug sphere, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawLine(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Drawing.Color,System.Boolean,System.Single,System.Byte,System.Single)">
- <summary>
- Draws a debug line, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.DrawPoint(System.Numerics.Vector3@,System.Single,System.Drawing.Color,System.Boolean,System.Single,System.Byte)">
- <summary>
- Draws a debug point, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Debug.FlushPersistentLines">
- <summary>
- Flushes persistent debug lines, omitted in builds with the <a href="https://docs.unrealengine.com/en-US/Programming/Development/BuildConfigurations/index.html#buildconfigurationdescriptions">Shipping</a> configuration
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Application">
- <summary>
- Provides information about the application
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.IsCanEverRender">
- <summary>
- Returns <c>true</c> if the application can render anything
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.IsPackagedForDistribution">
- <summary>
- Returns <c>true</c> if current build is meant for release to retail
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.IsPackagedForShipping">
- <summary>
- Returns <c>true</c> if current build is packaged for shipping
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.ProjectDirectory">
- <summary>
- Returns the project directory
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.DefaultLanguage">
- <summary>
- Returns the default language used by current platform
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.ProjectName">
- <summary>
- Gets or sets the name of the current project
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Application.VolumeMultiplier">
- <summary>
- Gets or sets the current volume multiplier
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Application.RequestExit(System.Boolean)">
- <summary>
- Requests application exit
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ConsoleManager">
- <summary>
- Handles console commands and variables
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.IsRegisteredVariable(System.String)">
- <summary>
- Returns <c>true</c> if a console command or variable has been registered
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.FindVariable(System.String)">
- <summary>
- Finds a console variable
- </summary>
- <returns>A console variable or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.RegisterVariable(System.String,System.String,System.Boolean,System.Boolean)">
- <summary>
- Creates and registers a bool console variable, remains alive during the lifetime of the engine until unregistered
- </summary>
- <param name="name">The name of the variable</param>
- <param name="help">Help text for the variable</param>
- <param name="defaultValue">A default value</param>
- <param name="readOnly">If <c>true</c>, cannot be changed by the user from console</param>
- <returns>A console variable or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.RegisterVariable(System.String,System.String,System.Int32,System.Boolean)">
- <summary>
- Creates and registers an integer console variable, remains alive during the lifetime of the engine until unregistered
- </summary>
- <param name="name">The name of the variable</param>
- <param name="help">Help text for the variable</param>
- <param name="defaultValue">A default value</param>
- <param name="readOnly">If <c>true</c>, cannot be changed by the user from console</param>
- <returns>A console variable or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.RegisterVariable(System.String,System.String,System.Single,System.Boolean)">
- <summary>
- Creates and registers a float console variable, remains alive during the lifetime of the engine until unregistered
- </summary>
- <param name="name">The name of the variable</param>
- <param name="help">Help text for the variable</param>
- <param name="defaultValue">A default value</param>
- <param name="readOnly">If <c>true</c>, cannot be changed by the user from console</param>
- <returns>A console variable or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.RegisterVariable(System.String,System.String,System.String,System.Boolean)">
- <summary>
- Creates and registers a string console variable, remains alive during the lifetime of the engine until unregistered
- </summary>
- <param name="name">The name of the variable</param>
- <param name="help">Help text for the variable</param>
- <param name="defaultValue">A default value</param>
- <param name="readOnly">If <c>true</c>, cannot be changed by the user from console</param>
- <returns>A console variable or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.RegisterCommand(System.String,System.String,UnrealEngine.Framework.ConsoleCommandDelegate,System.Boolean)">
- <summary>
- Creates and registers the callback function for a console command that takes no arguments, remains alive during the lifetime of the engine until unregistered
- </summary>
- <param name="name">The name of the command</param>
- <param name="help">Help text for the command</param>
- <param name="callback">The function to call when the command is executed</param>
- <param name="readOnly">If <c>true</c>, cannot be changed by the user from console</param>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleManager.UnregisterObject(System.String)">
- <summary>
- Deletes and unregisters a console command or variable
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Engine">
- <summary>
- Functionality for management of engine systems
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.IsSplitScreen">
- <summary>
- Returns <c>true</c> if the game is running in split screen mode
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.IsEditor">
- <summary>
- Returns <c>true</c> if the script is executing within the editor
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.IsForegroundWindow">
- <summary>
- Returns <c>true</c> if the window has focus
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.IsExitRequested">
- <summary>
- Returns <c>true</c> if the exit was requested
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.NetMode">
- <summary>
- Returns the current networking mode
- </summary>
- <remarks>Networking functionality</remarks>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.FrameNumber">
- <summary>
- Incremented once per frame before the scene is being rendered
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.GetViewportSize(System.Numerics.Vector2@)">
- <summary>
- Retrieves the current size of the viewport
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.GetViewportSize">
- <summary>
- Returns the current size of the viewport
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.GetScreenResolution(System.Numerics.Vector2@)">
- <summary>
- Retrieves the current resolution of the screen
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.GetScreenResolution">
- <summary>
- Returns the current resolution of the screen
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.WindowMode">
- <summary>
- Returns the current mode of the window
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.ForceGarbageCollection(System.Boolean)">
- <summary>
- Updates the timer between garbage collection such that at the next opportunity garbage collection will be run
- </summary>
- <param name="fullPurge">If <c>true</c>, all possible memory will be freed</param>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.DelayGarbageCollection">
- <summary>
- Requests a one frame delay of garbage collection
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.Version">
- <summary>
- Returns the current engine version
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Engine.MaxFPS">
- <summary>
- Gets or sets max frames per second, overrides console variable
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.AddActionMapping(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Adds an engine defined action mapping, cannot be remapped
- </summary>
- <param name="actionName">Friendly name of action</param>
- <param name="key">Key to bind in accordance with <see cref="T:UnrealEngine.Framework.Keys"/></param>
- <param name="shift"><c>true</c> if one of the Shift keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="ctrl"><c>true</c> if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="alt"><c>true</c> if one of the Alt keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="cmd"><c>true</c> if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged</param>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.AddAxisMapping(System.String,System.String,System.Single)">
- <summary>
- Adds an engine defined mapping between an axis and key, cannot be remapped
- </summary>
- <param name="axisName">Friendly name of axis</param>
- <param name="key">Key to bind in accordance with <see cref="T:UnrealEngine.Framework.Keys"/></param>
- <param name="scale">Multiplier to use for the mapping when accumulating the axis value</param>
- </member>
- <member name="M:UnrealEngine.Framework.Engine.SetTitle(System.String)">
- <summary>
- Sets the window title
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.HeadMountedDisplay">
- <summary>
- Functionality for access to the head-mounted display
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.HeadMountedDisplay.IsConnected">
- <summary>
- Returns <c>true</c> if the head-mounted display is connected and ready to use
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.HeadMountedDisplay.Enabled">
- <summary>
- Gets or sets whether the head-mounted display is enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.HeadMountedDisplay.LowPersistenceMode">
- <summary>
- Gets or sets whether the head-mounted display is in low or full persistence mode
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.HeadMountedDisplay.DeviceName">
- <summary>
- Returns the name of the device
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.World">
- <summary>
- The top-level representation of a map or a sandbox in which actors and components will exist and rendered
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.ActorCount">
- <summary>
- Returns the actor count
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.DeltaTime">
- <summary>
- Returns the frame delta time in seconds
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.RealTime">
- <summary>
- Returns time in seconds since the world was brought up for play, does not stop when the game pauses, not dilated or clamped
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.Time">
- <summary>
- Returns time in seconds since the world was brought up for play, it is stopped when the game pauses, it is dilated or clamped
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.CurrentLevelName">
- <summary>
- Returns the name of the current level
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.World.SimulatePhysics">
- <summary>
- Gets or sets physics simulation for the world
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.ForEachActor``1(System.Action{``0})">
- <summary>
- Performs the specified action on each actor in the world
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetActor``1(System.String)">
- <summary>
- Returns the first actor in the world of the specified class, optionally with the specified name, this operation is slow and should be used with caution
- </summary>
- <param name="name">The name of the actor, may differ from the label in the editor</param>
- <typeparam name="T">The type of the actor</typeparam>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetActorByTag``1(System.String)">
- <summary>
- Returns the first actor in the world of the specified class and tag, this operation is slow and should be used with caution
- </summary>
- <param name="tag">The tag of the actor</param>
- <typeparam name="T">The type of the actor</typeparam>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetActorByID``1(System.UInt32)">
- <summary>
- Returns the first actor in the world of the specified class and ID, this operation is slow and should be used with caution
- </summary>
- <param name="id">The ID of the actor</param>
- <typeparam name="T">The type of the actor</typeparam>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetFirstPlayerController">
- <summary>
- Returns the first player controller
- </summary>
- <returns>A player controller or <c>null</c> if there is none</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetGameMode">
- <summary>
- Returns the current game mode instance which is always valid during gameplay on the server
- </summary>
- <returns>A game mode or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetWorldOrigin(System.Numerics.Vector3@)">
- <summary>
- Retrieves the current location of the <a href="https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html">world origin</a> to a reference
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.GetWorldOrigin">
- <summary>
- Returns the current location of the <a href="https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html">world origin</a>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorBeginOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate)">
- <summary>
- Sets the callback function that is called when actors start overlapping
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorEndOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate)">
- <summary>
- Sets the callback function that is called when actors end overlapping
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorHitCallback(UnrealEngine.Framework.ActorHitDelegate)">
- <summary>
- Sets the callback function that is called when actors hit collisions
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorBeginCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate)">
- <summary>
- Sets the callback function that is called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorEndCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate)">
- <summary>
- Sets the callback function that is called when the mouse cursor is moved off an actor if mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorClickedCallback(UnrealEngine.Framework.ActorKeyDelegate)">
- <summary>
- Sets the callback function that is called when the mouse button is clicked while the mouse is over an actor if click events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnActorReleasedCallback(UnrealEngine.Framework.ActorKeyDelegate)">
- <summary>
- Sets the callback function that is called when the mouse button is released while the mouse is over an actor if click events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentBeginOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate)">
- <summary>
- Sets the callback function that is called when primitive components start overlapping
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentEndOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate)">
- <summary>
- Sets the callback function that is called when primitive components end overlapping
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentHitCallback(UnrealEngine.Framework.ComponentHitDelegate)">
- <summary>
- Sets the callback function that is called when components hit collisions
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentBeginCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate)">
- <summary>
- Sets the callback function that is called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentEndCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate)">
- <summary>
- Sets the callback function that is called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentClickedCallback(UnrealEngine.Framework.ComponentKeyDelegate)">
- <summary>
- Sets the callback function that is called when the mouse button is clicked while the mouse is over a component if click events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetOnComponentReleasedCallback(UnrealEngine.Framework.ComponentKeyDelegate)">
- <summary>
- Sets the callback function that is called when the mouse button is released while the mouse is over a component if click events are enabled in the player controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetGravity(System.Single)">
- <summary>
- Sets the gravity applied to all objects in the world
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.SetWorldOrigin(System.Numerics.Vector3@)">
- <summary>
- Sets <a href="https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html">world origin</a> to the specified location
- </summary>
- <returns><c>true</c> if the world origin was succesfuly shifted, or <c>false</c> if one of the levels are pending visibility update</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.OpenLevel(System.String)">
- <summary>
- Travels to another level
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceTestByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,UnrealEngine.Framework.CollisionChannel,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific channel
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceTestByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific profile
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceSingleByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.Hit@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific channel and retrieves the first blocking hit
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceSingleByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.Hit@,System.String@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific channel and retrieves the first blocking hit with a bone name
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceSingleByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String,UnrealEngine.Framework.Hit@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific profile and retrieves the first blocking hit
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.LineTraceSingleByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String,UnrealEngine.Framework.Hit@,System.String@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Traces a ray against the world using a specific profile and retrieves the first blocking hit with a bone name
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepTestByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionShape@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepTestByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,System.String,UnrealEngine.Framework.CollisionShape@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepSingleByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Hit@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile and retrieves the first blocking hit
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepSingleByChannel(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Hit@,System.String@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile and retrieves the first blocking hit with a bone name
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepSingleByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,System.String,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Hit@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile and retrieves the first blocking hit
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.SweepSingleByProfile(System.Numerics.Vector3@,System.Numerics.Vector3@,System.Numerics.Quaternion@,System.String,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Hit@,System.String@,System.Boolean,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Sweeps a shape against the world using a specific profile and retrieves the first blocking hit with a bone name
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.OverlapAnyTestByChannel(System.Numerics.Vector3@,System.Numerics.Quaternion@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Tests the collision shape at the specified location using a specific channel to determine if any blocking or overlapping occurred
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.OverlapAnyTestByProfile(System.Numerics.Vector3@,System.Numerics.Quaternion@,System.String,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Tests the collision shape at the specified location using a specific profile to determine if any blocking or overlapping occurred
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.OverlapBlockingTestByChannel(System.Numerics.Vector3@,System.Numerics.Quaternion@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Tests the collision shape at the specified location using a specific channel to determine if any blocking occurred
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.World.OverlapBlockingTestByProfile(System.Numerics.Vector3@,System.Numerics.Quaternion@,System.String,UnrealEngine.Framework.CollisionShape@,UnrealEngine.Framework.Actor,UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Tests the collision shape at the specified location using a specific profile to determine if any blocking occurred
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="T:UnrealEngine.Framework.Asset">
- <summary>
- A representation of the asset
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Asset.op_Equality(UnrealEngine.Framework.Asset,UnrealEngine.Framework.Asset)">
- <summary>
- Tests for equality between two objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Asset.op_Inequality(UnrealEngine.Framework.Asset,UnrealEngine.Framework.Asset)">
- <summary>
- Tests for inequality between two objects
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Asset.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Asset.Equals(UnrealEngine.Framework.Asset)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Asset.Equals(System.Object)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Asset.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Asset.Name">
- <summary>
- Returns the name of the asset
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Asset.Path">
- <summary>
- Returns the path to the asset
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AssetRegistry">
- <summary>
- An asset registry
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AssetRegistry.#ctor">
- <summary>
- Initializes a new instance of the asset registry
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.AssetRegistry.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AssetRegistry.Equals(UnrealEngine.Framework.AssetRegistry)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AssetRegistry.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AssetRegistry.HasAssets(System.String,System.Boolean)">
- <summary>
- Checks whether the given path contain assets, optionally testing sub-paths
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AssetRegistry.ForEachAsset(System.Action{UnrealEngine.Framework.Asset},System.String,System.Boolean,System.Boolean)">
- <summary>
- Performs the specified action on each asset if any
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Blueprint">
- <summary>
- An asset that provides an intuitive node-based interface
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Blueprint.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Blueprint.Equals(UnrealEngine.Framework.Blueprint)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Blueprint.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Blueprint.Load(System.String)">
- <summary>
- Finds and loads a blueprint by name
- </summary>
- <returns>A blueprint or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.ConsoleObject">
- <summary>
- Interface for console objects
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ConsoleObject.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleObject.Equals(UnrealEngine.Framework.ConsoleObject)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleObject.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ConsoleObject.IsBool">
- <summary>
- Returns <c>true</c> if the object is a bool
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ConsoleObject.IsInt">
- <summary>
- Returns <c>true</c> if the object is an integer
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ConsoleObject.IsFloat">
- <summary>
- Returns <c>true</c> if the object is a float
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ConsoleObject.IsString">
- <summary>
- Returns <c>true</c> if the object is a string
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ConsoleVariable">
- <summary>
- Interface for console variables
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.GetBool">
- <summary>
- Returns the value as a bool, also works on integers and floats
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.GetInt">
- <summary>
- Returns the value as an integer, shouldn't be used on strings
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.GetFloat">
- <summary>
- Returns the value as a float, works on all types
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.GetString">
- <summary>
- Returns the value as a string, works on all types
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.SetBool(System.Boolean)">
- <summary>
- Sets the value as a bool
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.SetInt(System.Int32)">
- <summary>
- Sets the value as an integer
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.SetFloat(System.Single)">
- <summary>
- Sets the value as a float
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.SetString(System.String)">
- <summary>
- Sets the value as a string
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.SetOnChangedCallback(UnrealEngine.Framework.ConsoleVariableDelegate)">
- <summary>
- Sets the callback function that is called when the console variable value changes
- </summary>
- <param name="callback">The function to call when the value of variable is changed</param>
- </member>
- <member name="M:UnrealEngine.Framework.ConsoleVariable.ClearOnChangedCallback">
- <summary>
- Clears callback function
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Actor">
- <summary>
- The base class of an object that can be placed or spawned in a level
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.IsSpawned">
- <summary>
- Returns <c>true</c> if the actor is spawned
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.IsRootComponentMovable">
- <summary>
- Returns <c>true</c> if the root component is <see cref="F:UnrealEngine.Framework.ComponentMobility.Movable"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.IsOverlappingActor(UnrealEngine.Framework.Actor)">
- <summary>
- Returns <c>true</c> if any component of the actor is overlapping any component of another one
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.ForEachComponent``1(System.Action{``0})">
- <summary>
- Performs the specified action on each component if any
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.ForEachAttachedActor``1(System.Action{``0})">
- <summary>
- Performs the specified action on each attached actor if any
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.ForEachChildActor``1(System.Action{``0})">
- <summary>
- Performs the specified action on each child actor with <see cref="T:UnrealEngine.Framework.ChildActorComponent"/>, including children of child if any
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.ForEachOverlappingActor``1(System.Action{``0})">
- <summary>
- Performs the specified action on each overlapping actor if any
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.ID">
- <summary>
- Returns the unique ID of the actor, reused by the engine, only unique while the actor is alive
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.Name">
- <summary>
- Returns the name of the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetBool(System.String,System.Boolean@)">
- <summary>
- Retrieves the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetByte(System.String,System.Byte@)">
- <summary>
- Retrieves the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetShort(System.String,System.Int16@)">
- <summary>
- Retrieves the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetInt(System.String,System.Int32@)">
- <summary>
- Retrieves the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetLong(System.String,System.Int64@)">
- <summary>
- Retrieves the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetUShort(System.String,System.UInt16@)">
- <summary>
- Retrieves the value of the unsigned short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetUInt(System.String,System.UInt32@)">
- <summary>
- Retrieves the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetULong(System.String,System.UInt64@)">
- <summary>
- Retrieves the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetFloat(System.String,System.Single@)">
- <summary>
- Retrieves the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetDouble(System.String,System.Double@)">
- <summary>
- Retrieves the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetEnum``1(System.String,``0@)">
- <summary>
- Retrieves the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetString(System.String,System.String@)">
- <summary>
- Retrieves the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetText(System.String,System.String@)">
- <summary>
- Retrieves the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetBool(System.String,System.Boolean)">
- <summary>
- Sets the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetByte(System.String,System.Byte)">
- <summary>
- Sets the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetShort(System.String,System.Int16)">
- <summary>
- Sets the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetInt(System.String,System.Int32)">
- <summary>
- Sets the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetLong(System.String,System.Int64)">
- <summary>
- Sets the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetUShort(System.String,System.UInt16)">
- <summary>
- Sets the value of the unsigned short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetUInt(System.String,System.UInt32)">
- <summary>
- Sets the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetULong(System.String,System.UInt64)">
- <summary>
- Sets the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetFloat(System.String,System.Single)">
- <summary>
- Sets the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetDouble(System.String,System.Double)">
- <summary>
- Sets the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetEnum``1(System.String,``0)">
- <summary>
- Sets the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetString(System.String,System.String)">
- <summary>
- Sets the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetText(System.String,System.String)">
- <summary>
- Sets the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.InputComponent">
- <summary>
- Gets or sets the component that handles input for the actor, if enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.CreationTime">
- <summary>
- Gets the time when the actor was created relative to <see cref="P:UnrealEngine.Framework.World.Time"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Actor.BlockInput">
- <summary>
- Gets or sets whether the all input on the stack below this actor will not be considered
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.Equals(UnrealEngine.Framework.Actor)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.Destroy">
- <summary>
- Returns <c>true</c> if the actor is destroyed or already marked for destruction, <c>false</c> if indestructible
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.Rename(System.String)">
- <summary>
- Renames the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.Invoke(System.String)">
- <summary>
- Invokes a command, function, or an event with optional arguments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.Hide(System.Boolean)">
- <summary>
- Hides the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.TeleportTo(System.Numerics.Vector3@,System.Numerics.Quaternion@,System.Boolean,System.Boolean)">
- <summary>
- Teleports an actor to a new location
- </summary>
- <param name="destinationLocation">The target destination point</param>
- <param name="destinationRotation">The target rotation at the destination</param>
- <param name="isATest">If <c>true</c>, shouldn't cause any notifications (used by AI pathfinding, for example)</param>
- <param name="noCheck">If <c>true</c>, should skip checking for positioning in the world or relative to other actors trying to slightly move the actor out</param>
- <returns><c>true</c> if the actor has been successfully moved</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetDistanceTo(UnrealEngine.Framework.Actor)">
- <summary>
- Returns the distance from this actor to another one
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetHorizontalDistanceTo(UnrealEngine.Framework.Actor)">
- <summary>
- Returns the distance from this actor to another one, ignoring Z axis
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetBounds(System.Boolean,System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Retrieves the bounding box of all components of the actor
- </summary>
- <param name="onlyCollidingComponents">If <c>true</c>, will only return the bounding box for components with enabled collision</param>
- <param name="origin">The center of the actor in world space</param>
- <param name="extent">Half the actor's size in 3D space</param>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetEyesViewPoint(System.Numerics.Vector3@,System.Numerics.Quaternion@)">
- <summary>
- Retrieves the point of view of the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetComponent``1(System.String)">
- <summary>
- Returns the component of the actor if matches the specified type, optionally with the specified name
- </summary>
- <param name="name">The name of the component</param>
- <typeparam name="T">The type of the component</typeparam>
- <returns>A component or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetComponentByTag``1(System.String)">
- <summary>
- Returns the component of the actor if matches the specified type and tag
- </summary>
- <param name="tag">The tag of the component</param>
- <typeparam name="T">The type of the component</typeparam>
- <returns>A component or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetComponentByID``1(System.UInt32)">
- <summary>
- Returns the component of the actor if matches the specified type and ID
- </summary>
- <param name="id">The ID of the component</param>
- <typeparam name="T">The type of the component</typeparam>
- <returns>A component or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.GetRootComponent``1">
- <summary>
- Returns the root component of the actor if matches the specified type
- </summary>
- <returns>A component or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetRootComponent(UnrealEngine.Framework.SceneComponent)">
- <summary>
- Sets the root component, the actor should be the owner of the component
- </summary>
- <returns><c>true</c> if successful</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetLifeSpan(System.Single)">
- <summary>
- Sets the lifespan of the actor, when it expires the actor will be destroyed, if requested lifespan set to zero, the timer is cleared and the actor will remain alive
- </summary>
- <param name="lifeSpan">Lifespan time in seconds</param>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetEnableInput(UnrealEngine.Framework.PlayerController,System.Boolean)">
- <summary>
- Sets <see cref="P:UnrealEngine.Framework.Actor.InputComponent"/> for non-pawn actors handled by a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.SetEnableCollision(System.Boolean)">
- <summary>
- Sets the collision detection of the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.AddTag(System.String)">
- <summary>
- Adds a tag to the actor that can be used for grouping and categorizing
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.RemoveTag(System.String)">
- <summary>
- Removes a tag from the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.HasTag(System.String)">
- <summary>
- Indicates whether the actor has a tag
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.RegisterEvent(UnrealEngine.Framework.ActorEventType)">
- <summary>
- Registers an event notification for the actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Actor.UnregisterEvent(UnrealEngine.Framework.ActorEventType)">
- <summary>
- Unregisters an event notification for the actor
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.GameModeBase">
- <summary>
- Defines the game being played, instantiated only on the server
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.GameModeBase.UseSeamlessTravel">
- <summary>
- Gets or sets whether the game perform seamless map travels which loads in the background and doesn't disconnect clients
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.GameModeBase.SwapPlayerControllers(UnrealEngine.Framework.PlayerController,UnrealEngine.Framework.PlayerController)">
- <summary>
- Swaps player controllers
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.TriggerBase">
- <summary>
- The base class of actors that used to generate collision events
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.TriggerBox">
- <summary>
- A box shaped trigger with <see cref="T:UnrealEngine.Framework.BoxComponent"/> used to generate overlap events
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TriggerBox.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.TriggerCapsule">
- <summary>
- A capsule shaped trigger with <see cref="T:UnrealEngine.Framework.CapsuleComponent"/> used to generate overlap events
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TriggerCapsule.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.TriggerSphere">
- <summary>
- A sphere shaped trigger with <see cref="T:UnrealEngine.Framework.SphereComponent"/> used to generate overlap events
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TriggerSphere.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.Pawn">
- <summary>
- The base class of actors that can be possessed by players or AI
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.IsControlled">
- <summary>
- Returns <c>true</c> if the pawn is possesed by a <see cref="T:UnrealEngine.Framework.Controller"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.IsPlayerControlled">
- <summary>
- Returns <c>true</c> if the pawn is possesed by a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.AutoPossessAI">
- <summary>
- Gets or sets the automatic possession type by an AI controller
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.AutoPossessPlayer">
- <summary>
- Gets or sets the player index for automatic possession by a player controller
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.UseControllerRotationYaw">
- <summary>
- Gets or sets whether yaw will be updated to match the controller's control rotation yaw, if controlled by a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.UseControllerRotationPitch">
- <summary>
- Gets or sets whether pitch will be updated to match the controller's control rotation pitch, if controlled by a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Pawn.UseControllerRotationRoll">
- <summary>
- Gets or sets whether roll will be updated to match the controller's control rotation roll, if controlled by a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.GetGravityDirection(System.Numerics.Vector3@)">
- <summary>
- Retrieves vector direction of gravity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.GetGravityDirection">
- <summary>
- Returns vector direction of gravity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.GetAIController">
- <summary>
- Returns the AI controller or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.GetPlayerController">
- <summary>
- Returns the player controller or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.AddControllerYawInput(System.Single)">
- <summary>
- Adds yaw (turn) input to the controller, if it's a local <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.AddControllerPitchInput(System.Single)">
- <summary>
- Adds pitch (look up) input to the controller, if it's a local <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.AddControllerRollInput(System.Single)">
- <summary>
- Adds roll input to the controller, if it's a local <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Pawn.AddMovementInput(System.Numerics.Vector3@,System.Single,System.Boolean)">
- <summary>
- Adds movement input along the given world direction vector (usually normalized)
- </summary>
- <param name="worldDirection">Direction in world space to apply input</param>
- <param name="scaleValue">Scale to apply to input, 0.5f applies half the normal value, while -1.0 would reverse the direction</param>
- <param name="force">If <c>true</c>, always add the input, ignoring the result of <see cref="P:UnrealEngine.Framework.Controller.IsMoveInputIgnored"/></param>
- </member>
- <member name="T:UnrealEngine.Framework.Character">
- <summary>
- Represents a character that have a mesh, collision, and built-in movement logic
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.Character.IsCrouched">
- <summary>
- Returns <c>true</c> if the character is currently crouched
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Character.CanCrouch">
- <summary>
- Returns <c>true</c> if the character can crouch
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Character.CanJump">
- <summary>
- Returns <c>true</c> if the character can jump
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.CheckJumpInput(System.Single)">
- <summary>
- Triggers jump if a jump button is pressed
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.ClearJumpInput(System.Single)">
- <summary>
- Updates jump input state after checking input
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.Launch(System.Numerics.Vector3@,System.Boolean,System.Boolean)">
- <summary>
- Launches the character using the specified velocity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.Crouch">
- <summary>
- Starts the character crouching on the next update
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.StopCrouching">
- <summary>
- Stops the character crouching on the next update
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.Jump">
- <summary>
- Starts the character jumping on the next update
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.StopJumping">
- <summary>
- Stops the character from jumping on the next update
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Character.SetOnLandedCallback(UnrealEngine.Framework.CharacterLandedDelegate)">
- <summary>
- Sets the callback function that is called when the character landing after falling
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Controller">
- <summary>
- Non-physical actors that can possess a <see cref="T:UnrealEngine.Framework.Pawn"/> to control its actions
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Controller.IsLookInputIgnored">
- <summary>
- Returns <c>true</c> if look input is ignored
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Controller.IsMoveInputIgnored">
- <summary>
- Returns <c>true</c> if movement input is ignored
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Controller.IsPlayerController">
- <summary>
- Returns <c>true</c> if the controller is a <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetPawn">
- <summary>
- Returns the controller's pawn or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetCharacter">
- <summary>
- Returns the character or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetViewTarget">
- <summary>
- Returns the actor the controller is looking at or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetControlRotation(System.Numerics.Quaternion@)">
- <summary>
- Retrieves the control rotation which is a full aim rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetControlRotation">
- <summary>
- Returns the control rotation which is a full aim rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetDesiredRotation(System.Numerics.Quaternion@)">
- <summary>
- Retrieves the target rotation of the pawn
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.GetDesiredRotation">
- <summary>
- Returns the target rotation of the pawn
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.LineOfSightTo(UnrealEngine.Framework.Actor,System.Numerics.Vector3@,System.Boolean)">
- <summary>
- Checks line to center and top of other actor
- </summary>
- <param name="actor">The actor whose visibility is being checked</param>
- <param name="viewPoint">Eye position visibility is being checked from, if <see cref="P:System.Numerics.Vector3.Zero"/> is passed in, uses current view target's eye position</param>
- <param name="alternateChecks">Used only in <see cref="T:UnrealEngine.Framework.AIController"/> implementation</param>
- <returns><c>true</c> if controller's <see cref="T:UnrealEngine.Framework.Pawn"/> can see other actor</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.SetControlRotation(System.Numerics.Quaternion@)">
- <summary>
- Sets the control rotation which is a full aim rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.SetInitialLocationAndRotation(System.Numerics.Vector3@,System.Numerics.Quaternion@)">
- <summary>
- Sets the initial location and rotation of the controller, as well as the control rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.SetIgnoreLookInput(System.Boolean)">
- <summary>
- Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using <see cref="M:UnrealEngine.Framework.Controller.ResetIgnoreLookInput"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.SetIgnoreMoveInput(System.Boolean)">
- <summary>
- Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using <see cref="M:UnrealEngine.Framework.Controller.ResetIgnoreMoveInput"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.ResetIgnoreLookInput">
- <summary>
- Stops ignoring look input by resetting the ignore look input state
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.ResetIgnoreMoveInput">
- <summary>
- Stops ignoring move input by resetting the ignore move input state
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.Possess(UnrealEngine.Framework.Pawn)">
- <summary>
- Handles attaching the controller to the specified pawn
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Controller.Unpossess">
- <summary>
- Relinquishes control of the pawn
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AIController">
- <summary>
- The base class of controllers for an AI-controlled <see cref="T:UnrealEngine.Framework.Pawn"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.AIController.AllowStrafe">
- <summary>
- Gets or sets whether strafing allowed during movement
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority)">
- <summary>
- Clears focus for the given priority, will clear focal point as a result
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.GetFocalPoint(System.Numerics.Vector3@)">
- <summary>
- Retrieves the final position that controller should be looking at
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.GetFocalPoint">
- <summary>
- Returns the final position that controller should be looking at
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.SetFocalPoint(System.Numerics.Vector3@,UnrealEngine.Framework.AIFocusPriority)">
- <summary>
- Sets focal point for the given priority as absolute position or offset from base
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.GetFocusActor">
- <summary>
- Returns the focused actor or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AIController.SetFocus(UnrealEngine.Framework.Actor,UnrealEngine.Framework.AIFocusPriority)">
- <summary>
- Sets focus actor for the given priority, will set focal point as a result
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.PlayerController">
- <summary>
- An actor that is used by human players to control a <see cref="T:UnrealEngine.Framework.Pawn"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.PlayerController.IsPaused">
- <summary>
- Returns <c>true</c> if game is currently paused
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PlayerController.ShowMouseCursor">
- <summary>
- Gets or sets whether the mouse cursor should be displayed
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PlayerController.EnableClickEvents">
- <summary>
- Gets or sets whether click events should be generated
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PlayerController.EnableMouseOverEvents">
- <summary>
- Gets or sets whether the mouse over events should be generated
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.GetMousePosition(System.Single@,System.Single@)">
- <summary>
- Retrieves the X and Y screen coordinates of the mouse cursor
- </summary>
- <returns><c>true</c> if successful</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.GetPlayer">
- <summary>
- Returns the player representation or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.GetPlayerInput">
- <summary>
- Returns the input manager or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.GetHitResultAtScreenPosition(System.Numerics.Vector2@,UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.Hit@,System.Boolean)">
- <summary>
- Retrieves the first blocking hit from the position on the screen
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.GetHitResultUnderCursor(UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.Hit@,System.Boolean)">
- <summary>
- Retrieves the first blocking hit under the mouse cursor
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.SetMousePosition(System.Single,System.Single)">
- <summary>
- Positions the mouse cursor in screen space, in pixels
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.ConsoleCommand(System.String,System.Boolean)">
- <summary>
- Executes the command on the <see cref="T:UnrealEngine.Framework.Player"/> object, <c>DumpConsoleCommands</c> command can be used to list all available variables and commands
- </summary>
- <param name="command">A command to execute, string of commands optionally separated by a <c>|</c> symbol</param>
- <param name="writeToLog"></param>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.SetPause(System.Boolean)">
- <summary>
- Pauses a local game
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.SetViewTarget(UnrealEngine.Framework.Actor)">
- <summary>
- Sets the view target
- </summary>
- <param name="newViewTarget">An actor to set as view target</param>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.SetViewTargetWithBlend(UnrealEngine.Framework.Actor,System.Single,System.Single,UnrealEngine.Framework.BlendType,System.Boolean)">
- <summary>
- Sets the view target blending with variable control
- </summary>
- <param name="newViewTarget">An actor to set as view target</param>
- <param name="time">Time taken to blend</param>
- <param name="exponent">Exponent, used by certain <see cref="T:UnrealEngine.Framework.BlendType"/> to control the shape of the curve</param>
- <param name="type">The blending type</param>
- <param name="lockOutgoing">If <c>true</c>, lock outgoing view target to last frame's camera position for the remainder of the blend</param>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.AddYawInput(System.Single)">
- <summary>
- Adds yaw (turn) input
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.AddPitchInput(System.Single)">
- <summary>
- Adds pitch (look up) input
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerController.AddRollInput(System.Single)">
- <summary>
- Adds roll input
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Volume">
- <summary>
- An editable 3D volume placed in a level, different types of volumes perform different functions
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Volume.EncompassesPoint(System.Numerics.Vector3@,System.Single,System.Single@)">
- <summary>
- Returns <c>true</c> if a point or sphere overlaps the volume
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.TriggerVolume">
- <summary>
- An actor that is used to trigger events
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TriggerVolume.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.PostProcessVolume">
- <summary>
- An actor that is used for post-processing manipulations
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PostProcessVolume.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessVolume.Enabled">
- <summary>
- Gets or sets whether the volume is enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessVolume.BlendRadius">
- <summary>
- Gets or sets the world space radius around the volume that is used for blending if not unbound
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessVolume.BlendWeight">
- <summary>
- Gets or sets the blend weight, 0.0f indicates no effect, 1.0f indicates full effect
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessVolume.Unbound">
- <summary>
- Gets or sets whether the volume covers the whole world or only the area inside its bounds
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessVolume.Priority">
- <summary>
- Gets or sets the priority of the volume
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.LevelScript">
- <summary>
- A representation of the level-wide logic defined in the level blueprint
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AmbientSound">
- <summary>
- A sound actor that can be placed in a level
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AmbientSound.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.Light">
- <summary>
- A light actor that can be placed in a level
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.DirectionalLight">
- <summary>
- Simulates light that is being emitted from a source that is infinitely far away
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.DirectionalLight.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.PointLight">
- <summary>
- Emits light in all directions from the light bulb's tungsten filament
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PointLight.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.RectLight">
- <summary>
- Emits light into the scene from a rectangular plane with a defined width and height
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RectLight.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.SpotLight">
- <summary>
- Emits light from a single point in a cone shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpotLight.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.SoundBase">
- <summary>
- The base class of playable sound objects
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SoundBase.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SoundBase.Equals(UnrealEngine.Framework.SoundBase)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SoundBase.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SoundBase.Duration">
- <summary>
- Returns the duration of a sound object in seconds
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SoundWave">
- <summary>
- A playable sound object for raw wave files
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SoundWave.Load(System.String)">
- <summary>
- Finds and loads a sound wave by name
- </summary>
- <returns>A sound wave or <c>null</c> on failure</returns>
- </member>
- <member name="P:UnrealEngine.Framework.SoundWave.Loop">
- <summary>
- Gets or sets whether the sound wave will be looped if played directly
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationAsset">
- <summary>
- The base class of animation assets that can be played and evaluated to produce a pose
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.AnimationAsset.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationAsset.Equals(UnrealEngine.Framework.AnimationAsset)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationAsset.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationSequenceBase">
- <summary>
- The base class of animation sequences
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationSequence">
- <summary>
- A single animation asset that can be played
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationSequence.Load(System.String)">
- <summary>
- Finds and loads an animation sequence by name
- </summary>
- <returns>An animation sequence or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationCompositeBase">
- <summary>
- The base class of animation composites
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationMontage">
- <summary>
- A single animation asset that can combine and selectively play animations
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationMontage.Load(System.String)">
- <summary>
- Finds and loads an animation montage by name
- </summary>
- <returns>An animation montage or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationInstance">
- <summary>
- An animation instance representation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.AnimationInstance.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetBool(System.String,System.Boolean@)">
- <summary>
- Retrieves the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetByte(System.String,System.Byte@)">
- <summary>
- Retrieves the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetShort(System.String,System.Int16@)">
- <summary>
- Retrieves the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetInt(System.String,System.Int32@)">
- <summary>
- Retrieves the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetLong(System.String,System.Int64@)">
- <summary>
- Retrieves the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetUShort(System.String,System.UInt16@)">
- <summary>
- Retrieves the value of the unsigned short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetUInt(System.String,System.UInt32@)">
- <summary>
- Retrieves the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetULong(System.String,System.UInt64@)">
- <summary>
- Retrieves the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetFloat(System.String,System.Single@)">
- <summary>
- Retrieves the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetDouble(System.String,System.Double@)">
- <summary>
- Retrieves the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetEnum``1(System.String,``0@)">
- <summary>
- Retrieves the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetString(System.String,System.String@)">
- <summary>
- Retrieves the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetText(System.String,System.String@)">
- <summary>
- Retrieves the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetBool(System.String,System.Boolean)">
- <summary>
- Sets the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetByte(System.String,System.Byte)">
- <summary>
- Sets the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetShort(System.String,System.Int16)">
- <summary>
- Sets the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetInt(System.String,System.Int32)">
- <summary>
- Sets the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetLong(System.String,System.Int64)">
- <summary>
- Sets the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetUShort(System.String,System.UInt16)">
- <summary>
- Sets the value of the unsigned short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetUInt(System.String,System.UInt32)">
- <summary>
- Sets the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetULong(System.String,System.UInt64)">
- <summary>
- Sets the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetFloat(System.String,System.Single)">
- <summary>
- Sets the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetDouble(System.String,System.Double)">
- <summary>
- Sets the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetEnum``1(System.String,``0)">
- <summary>
- Sets the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetString(System.String,System.String)">
- <summary>
- Sets the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetText(System.String,System.String)">
- <summary>
- Sets the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.Equals(UnrealEngine.Framework.AnimationInstance)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.Invoke(System.String)">
- <summary>
- Invokes a command, function, or an event with optional arguments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetCurrentActiveMontage">
- <summary>
- Returns the current active animation montage or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.IsPlaying(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Returns <c>true</c> if the animation montage is active and playing
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetPlayRate(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Returns the current play rate of the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetPosition(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Returns the current position of the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetBlendTime(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Returns the current blend time of the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.GetCurrentSection(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Returns the name of the current animation montage section
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetPlayRate(UnrealEngine.Framework.AnimationMontage,System.Single)">
- <summary>
- Sets the current play rate of the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetPosition(UnrealEngine.Framework.AnimationMontage,System.Single)">
- <summary>
- Sets the current position of the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.SetNextSection(UnrealEngine.Framework.AnimationMontage,System.String,System.String)">
- <summary>
- Sets the next section after <paramref name="sectionToChange"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.PlayMontage(UnrealEngine.Framework.AnimationMontage,System.Single,System.Single,System.Boolean)">
- <summary>
- Plays the animation montage
- </summary>
- <returns>The length of the animation montage in seconds, or 0.0f if failed to play</returns>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.PauseMontage(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Pauses the animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.ResumeMontage(UnrealEngine.Framework.AnimationMontage)">
- <summary>
- Resumes the paused animation montage
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.StopMontage(UnrealEngine.Framework.AnimationMontage,System.Single)">
- <summary>
- Stops the animation montage, if <paramref name="montage"/> is <c>null</c> stops all active montages
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.JumpToSection(UnrealEngine.Framework.AnimationMontage,System.String)">
- <summary>
- Makes the animation montage jump to a named section
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AnimationInstance.JumpToSectionsEnd(UnrealEngine.Framework.AnimationMontage,System.String)">
- <summary>
- Makes the animation montage jump to the end of a named section
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Player">
- <summary>
- A player representation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Player.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Player.Equals(UnrealEngine.Framework.Player)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Player.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Player.GetPlayerController">
- <summary>
- Returns the player controller or <c>null</c> on failure
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.PlayerInput">
- <summary>
- An input manager of <see cref="T:UnrealEngine.Framework.PlayerController"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PlayerInput.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.Equals(UnrealEngine.Framework.PlayerInput)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.IsKeyPressed(System.String)">
- <summary>
- Returns <c>true</c> if a key is pressed
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.GetTimeKeyPressed(System.String)">
- <summary>
- Returns the time a key was pressed
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.GetMouseSensitivity(System.Numerics.Vector2@)">
- <summary>
- Retrieves mouse sensitivity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.GetMouseSensitivity">
- <summary>
- Returns mouse sensitivity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.SetMouseSensitivity(System.Numerics.Vector2@)">
- <summary>
- Sets mouse sensitivity
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.AddActionMapping(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Adds a player-specific action mapping
- </summary>
- <param name="actionName">Friendly name of action</param>
- <param name="key">Key to bind in accordance with <see cref="T:UnrealEngine.Framework.Keys"/></param>
- <param name="shift"><c>true</c> if one of the Shift keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="ctrl"><c>true</c> if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="alt"><c>true</c> if one of the Alt keys must be down when the KeyEvent is received to be acknowledged</param>
- <param name="cmd"><c>true</c> if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged</param>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.AddAxisMapping(System.String,System.String,System.Single)">
- <summary>
- Adds a player-specific mapping between an axis and key
- </summary>
- <param name="axisName">Friendly name of axis</param>
- <param name="key">Key to bind in accordance with <see cref="T:UnrealEngine.Framework.Keys"/></param>
- <param name="scale">Multiplier to use for the mapping when accumulating the axis value</param>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.RemoveActionMapping(System.String,System.String)">
- <summary>
- Removes a player-specific action mapping
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PlayerInput.RemoveAxisMapping(System.String,System.String)">
- <summary>
- Removes a player-specific mapping between an axis and key
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Font">
- <summary>
- A font object that is used to draw text
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.Font.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Font.Equals(UnrealEngine.Framework.Font)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Font.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Font.Load(System.String)">
- <summary>
- Finds and loads a font by name
- </summary>
- <returns>A font or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.Font.GetStringSize(System.String,System.Int32@,System.Int32@)">
- <summary>
- Retrieves height and width for a string
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.StreamableRenderAsset">
- <summary>
- A render asset that can be streamed at runtime
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.StreamableRenderAsset.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StreamableRenderAsset.Equals(UnrealEngine.Framework.StreamableRenderAsset)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StreamableRenderAsset.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.StaticMesh">
- <summary>
- A piece of geometry that consists of a static set of polygons
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.StaticMesh.Cone">
- <summary>
- A basic cone
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.StaticMesh.Cylinder">
- <summary>
- A basic cylinder
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.StaticMesh.Cube">
- <summary>
- A basic cube
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.StaticMesh.Plane">
- <summary>
- A basic plane
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.StaticMesh.Sphere">
- <summary>
- A basic sphere
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StaticMesh.Load(System.String)">
- <summary>
- Finds and loads a static mesh by name
- </summary>
- <returns>A static mesh or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.SkeletalMesh">
- <summary>
- A geometry bound to a hierarchical skeleton of bones which can be animated
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMesh.Load(System.String)">
- <summary>
- Finds and loads a skeletal mesh by name
- </summary>
- <returns>A skeletal mesh or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.Texture">
- <summary>
- A representation of the surface of an object
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Texture2D">
- <summary>
- A texture asset
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.#ctor(System.String)">
- <summary>
- Creates a texture asset from a raw PNG, JPEG, BMP, or EXR image file
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.#ctor(System.Byte[],System.Int32)">
- <summary>
- Creates a texture asset from a raw PNG, JPEG, BMP, or EXR image buffer
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.Load(System.String)">
- <summary>
- Finds and loads a texture by name
- </summary>
- <returns>A texture or <c>null</c> on failure</returns>
- </member>
- <member name="P:UnrealEngine.Framework.Texture2D.HasAlphaChannel">
- <summary>
- Returns <c>true</c> if the runtime texture has an alpha channel that is not completely white
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.GetSize(System.Numerics.Vector2@)">
- <summary>
- Retrieves size of the texture
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.GetSize">
- <summary>
- Returns size of the texture
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Texture2D.GetPixelFormat">
- <summary>
- Returns the pixel format
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ActorComponent">
- <summary>
- The base class of components that define reusable behavior and can be added to different types of actors
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ActorComponent.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ActorComponent.ID">
- <summary>
- Returns the unique ID of the component, reused by the engine, only unique while the component is alive
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ActorComponent.Name">
- <summary>
- Returns the name of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetBool(System.String,System.Boolean@)">
- <summary>
- Retrieves the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetByte(System.String,System.Byte@)">
- <summary>
- Retrieves the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
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- <member name="M:UnrealEngine.Framework.ActorComponent.GetShort(System.String,System.Int16@)">
- <summary>
- Retrieves the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetInt(System.String,System.Int32@)">
- <summary>
- Retrieves the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetLong(System.String,System.Int64@)">
- <summary>
- Retrieves the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetUShort(System.String,System.UInt16@)">
- <summary>
- Retrieves the value of the unsigned short property
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- <returns><c>true</c> on success</returns>
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- <member name="M:UnrealEngine.Framework.ActorComponent.GetUInt(System.String,System.UInt32@)">
- <summary>
- Retrieves the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetULong(System.String,System.UInt64@)">
- <summary>
- Retrieves the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetFloat(System.String,System.Single@)">
- <summary>
- Retrieves the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetDouble(System.String,System.Double@)">
- <summary>
- Retrieves the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetEnum``1(System.String,``0@)">
- <summary>
- Retrieves the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetString(System.String,System.String@)">
- <summary>
- Retrieves the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetText(System.String,System.String@)">
- <summary>
- Retrieves the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetBool(System.String,System.Boolean)">
- <summary>
- Sets the value of the bool property
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetByte(System.String,System.Byte)">
- <summary>
- Sets the value of the byte property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetShort(System.String,System.Int16)">
- <summary>
- Sets the value of the short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetInt(System.String,System.Int32)">
- <summary>
- Sets the value of the integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetLong(System.String,System.Int64)">
- <summary>
- Sets the value of the long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetUShort(System.String,System.UInt16)">
- <summary>
- Sets the value of the unsigned short property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetUInt(System.String,System.UInt32)">
- <summary>
- Sets the value of the unsigned integer property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetULong(System.String,System.UInt64)">
- <summary>
- Sets the value of the unsigned long property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetFloat(System.String,System.Single)">
- <summary>
- Sets the value of the float property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetDouble(System.String,System.Double)">
- <summary>
- Sets the value of the double property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetEnum``1(System.String,``0)">
- <summary>
- Sets the value of the enum property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetString(System.String,System.String)">
- <summary>
- Sets the value of the string property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.SetText(System.String,System.String)">
- <summary>
- Sets the value of the text property
- </summary>
- <returns><c>true</c> on success</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.Equals(UnrealEngine.Framework.ActorComponent)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.Rename(System.String)">
- <summary>
- Renames the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.Invoke(System.String)">
- <summary>
- Invokes a command, function, or an event with optional arguments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.Destroy(System.Boolean)">
- <summary>
- Unregisters the component, removes it from its outer actor's components array and marks for pending kill
- </summary>
- <param name="promoteChild">Promotes the child component in the hierarchy during the destruction</param>
- </member>
- <member name="P:UnrealEngine.Framework.ActorComponent.IsOwnerSelected">
- <summary>
- Returns <c>true</c> if the component's owner is selected in the editor
- </summary>
- <remarks>Editor functionality</remarks>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.GetActor``1">
- <summary>
- Returns the component's owner actor of the specified class
- </summary>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.AddTag(System.String)">
- <summary>
- Adds a tag to the component that can be used for grouping and categorizing
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.RemoveTag(System.String)">
- <summary>
- Removes a tag from the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ActorComponent.HasTag(System.String)">
- <summary>
- Indicates whether the component has a tag
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.InputComponent">
- <summary>
- An input component is a transient component that enables an actor to bind various forms of input events to delegate functions
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.InputComponent.HasBindings">
- <summary>
- Indicates whether the component has any input bindings
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.InputComponent.ActionBindingsNumber">
- <summary>
- Returns the number of action bindings
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.InputComponent.BlockInput">
- <summary>
- Gets or sets whether any components lower on the input stack should be allowed to receive input
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.InputComponent.Priority">
- <summary>
- Gets or sets the priority of the input component when pushed in to the stack
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InputComponent.ClearActionBindings">
- <summary>
- Removes all action bindings
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InputComponent.BindAction(System.String,UnrealEngine.Framework.InputEvent,UnrealEngine.Framework.InputDelegate,System.Boolean)">
- <summary>
- Binds the callback function to an action defined in the project settings, or by using <see cref="M:UnrealEngine.Framework.Engine.AddActionMapping(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"/> and <see cref="M:UnrealEngine.Framework.PlayerInput.AddActionMapping(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)"/>
- </summary>
- <param name="actionName">The name of the action</param>
- <param name="keyEvent">The type of input behavior</param>
- <param name="callback">The function to call when the input is triggered</param>
- <param name="executedWhenPaused">If <c>true</c>, executes even if the game is paused</param>
- </member>
- <member name="M:UnrealEngine.Framework.InputComponent.BindAxis(System.String,UnrealEngine.Framework.InputAxisDelegate,System.Boolean)">
- <summary>
- Binds the callback function to an axis defined in the project settings, or by using <see cref="M:UnrealEngine.Framework.Engine.AddAxisMapping(System.String,System.String,System.Single)"/> and <see cref="M:UnrealEngine.Framework.PlayerInput.AddAxisMapping(System.String,System.String,System.Single)"/>
- </summary>
- <param name="axisName">The name of the axis</param>
- <param name="callback">The function to call while tracking axis</param>
- <param name="executedWhenPaused">If <c>true</c>, executes even if the game is paused</param>
- </member>
- <member name="M:UnrealEngine.Framework.InputComponent.RemoveActionBinding(System.String,UnrealEngine.Framework.InputEvent)">
- <summary>
- Removes the action binding
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.MovementComponent">
- <summary>
- An abstract component that defines functionality for moving a <see cref="T:UnrealEngine.Framework.PrimitiveComponent"/>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MovementComponent.ConstrainToPlane">
- <summary>
- Gets or sets whether the movement will be constrained to a plane
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MovementComponent.SnapToPlaneAtStart">
- <summary>
- Gets or sets whether the updated component will be snapped to the plane when first is attached, if plane constraints are enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MovementComponent.UpdateOnlyIfRendered">
- <summary>
- Gets or sets whether should be skipped if the updated component was not recently rendered
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MovementComponent.PlaneConstraint">
- <summary>
- Gets or sets the plane constraint axis
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MovementComponent.IsInWater">
- <summary>
- Returns <c>true</c> if it's in physics volume with water flag
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetVelocity(System.Numerics.Vector3@)">
- <summary>
- Retrieves the current velocity of updated component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetVelocity">
- <summary>
- Returns the current velocity of updated component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetPlaneConstraintNormal(System.Numerics.Vector3@)">
- <summary>
- Retrieves the normal of the plane that constrains movement, enforced if the plane constraint is enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetPlaneConstraintNormal">
- <summary>
- Returns the normal of the plane that constrains movement, enforced if the plane constraint is enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetPlaneConstraintOrigin(System.Numerics.Vector3@)">
- <summary>
- Retrieves the plane constraint origin
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetPlaneConstraintOrigin">
- <summary>
- Returns the plane constraint origin
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetGravity">
- <summary>
- Returns gravity that affects the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.GetMaxSpeed">
- <summary>
- Returns maximum speed of the component in current movement mode
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.SetVelocity(System.Numerics.Vector3@)">
- <summary>
- Sets the current velocity of updated component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.SetPlaneConstraintNormal(System.Numerics.Vector3@)">
- <summary>
- Sets the normal of the plane that constrains movement, enforced if the plane constraint is enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.SetPlaneConstraintOrigin(System.Numerics.Vector3@)">
- <summary>
- Sets the origin of the plane that constrains movement, enforced if the plane constraint is enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.SetPlaneConstraintFromVectors(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Sets the plane that constrains movement computed from the forward and up vectors, enforced if the plane constraint is enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.IsExceedingMaxSpeed(System.Single)">
- <summary>
- Returns <c>true</c> if the current velocity is exceeding the given max speed within a small error tolerance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.StopMovement">
- <summary>
- Stops movement immediately, zeroes velocity, usually zeros acceleration for components with acceleration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.ConstrainDirectionToPlane(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Constrains a direction vector to the plane constraint, if enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.ConstrainLocationToPlane(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Constrains a location vector to the plane constraint, if enabled
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MovementComponent.ConstrainNormalToPlane(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Constrains a normal vector (of unit length) to the plane constraint, if enabled
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.RotatingMovementComponent">
- <summary>
- A component that performs continuous rotation at a specific rotation rate
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.#ctor(UnrealEngine.Framework.Actor,System.String)">
- <summary>
- Creates the component attached to an actor
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.RotatingMovementComponent.RotationInLocalSpace">
- <summary>
- Gets or sets whether rotation is applied in local or world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.GetPivotTranslation(System.Numerics.Vector3@)">
- <summary>
- Retrieves translation of pivot point around which the component rotates, relative to the current rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.GetPivotTranslation">
- <summary>
- Returns translation of pivot point around which the component rotates, relative to the current rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.GetRotationRate(System.Numerics.Quaternion@)">
- <summary>
- Retrieves yaw, pitch, and roll rotation rate of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.GetRotationRate">
- <summary>
- Returns yaw, pitch, and roll rotation rate of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.SetPivotTranslation(System.Numerics.Vector3@)">
- <summary>
- Sets translation of pivot point around which the component rotates, relative to the current rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RotatingMovementComponent.SetRotationRate(System.Numerics.Quaternion@)">
- <summary>
- Sets yaw, pitch, and roll rotation rate of the component
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SceneComponent">
- <summary>
- The base class of components that can be transformed or attached, but has no rendering or collision capabilities
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.IsAttachedToComponent(UnrealEngine.Framework.SceneComponent)">
- <summary>
- Returns <c>true</c> if the component is attached to the supplied component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.IsAttachedToActor(UnrealEngine.Framework.Actor)">
- <summary>
- Returns <c>true</c> if the component is attached to the actor
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SceneComponent.IsVisible">
- <summary>
- Returns <c>true</c> if the component is visible in the current context
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.IsSocketExists(System.String)">
- <summary>
- Returns <c>true</c> if the a socket with the given name exists
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SceneComponent.HasAnySockets">
- <summary>
- Returns <c>true</c> if the component has any sockets
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.CanAttachAsChild(UnrealEngine.Framework.SceneComponent,System.String)">
- <summary>
- Returns <c>true</c> if another scene component can be attached as a child
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.ForEachAttachedChild``1(System.Action{``0})">
- <summary>
- Performs the specified action on each attached child component if any
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AttachToComponent(UnrealEngine.Framework.SceneComponent,UnrealEngine.Framework.AttachmentTransformRule,System.String)">
- <summary>
- Attaches the component to another component, optionally at a named socket
- </summary>
- <returns><c>true</c> if successful</returns>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.DetachFromComponent(UnrealEngine.Framework.DetachmentTransformRule)">
- <summary>
- Detaches the component from a parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.Activate">
- <summary>
- Activates the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.Deactivate">
- <summary>
- Deactivates the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.UpdateToWorld(UnrealEngine.Framework.TeleportType,UnrealEngine.Framework.UpdateTransformFlags)">
- <summary>
- Recalculates the value of the component to world transform
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddLocalOffset(System.Numerics.Vector3@)">
- <summary>
- Adds a delta to the location of the component in its local reference frame
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddLocalRotation(System.Numerics.Quaternion@)">
- <summary>
- Adds a delta to the rotation of the component in its local reference frame
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddRelativeLocation(System.Numerics.Vector3@)">
- <summary>
- Adds a delta to the translation of the component relative to its parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddRelativeRotation(System.Numerics.Quaternion@)">
- <summary>
- Adds a delta to the rotation of the component relative to its parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddLocalTransform(UnrealEngine.Framework.Transform@)">
- <summary>
- Adds a delta to the transform of the component in its local reference frame, scale is unchanged
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddWorldOffset(System.Numerics.Vector3@)">
- <summary>
- Adds a delta to the location of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddWorldRotation(System.Numerics.Quaternion@)">
- <summary>
- Adds a delta to the rotation of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.AddWorldTransform(UnrealEngine.Framework.Transform@)">
- <summary>
- Adds a delta to the transform of the component in world space, scale is unchanged
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetAttachedSocketName">
- <summary>
- Returns the name of a socket the component is attached to
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetBounds(UnrealEngine.Framework.Transform@,UnrealEngine.Framework.Bounds@)">
- <summary>
- Retrieves calculated bounds of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetSocketLocation(System.String,System.Numerics.Vector3@)">
- <summary>
- Retrieves location of a socket in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetSocketLocation(System.String)">
- <summary>
- Returns location of a socket in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetSocketRotation(System.String,System.Numerics.Quaternion@)">
- <summary>
- Retrieves rotation of a socket in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetSocketRotation(System.String)">
- <summary>
- Returns rotation of a socket in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetVelocity(System.Numerics.Vector3@)">
- <summary>
- Retrieves velocity of the component, or the velocity of the physics body if simulating physics
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetVelocity">
- <summary>
- Returns velocity of the component, or the velocity of the physics body if simulating physics
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetLocation(System.Numerics.Vector3@)">
- <summary>
- Retrieves location of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetLocation">
- <summary>
- Returns location of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetRotation(System.Numerics.Quaternion@)">
- <summary>
- Returns rotation of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetRotation">
- <summary>
- Returns rotation of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetScale(System.Numerics.Vector3@)">
- <summary>
- Retrieves scale of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetScale">
- <summary>
- Returns scale of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetTransform(UnrealEngine.Framework.Transform@)">
- <summary>
- Returns the transform which assigned to the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetTransform">
- <summary>
- Returns the transform which assigned to the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetForwardVector(System.Numerics.Vector3@)">
- <summary>
- Retrieves the forward X unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetForwardVector">
- <summary>
- Returns the forward X unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetRightVector(System.Numerics.Vector3@)">
- <summary>
- Retrieves the right Y unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetRightVector">
- <summary>
- Returns the right Y unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetUpVector(System.Numerics.Vector3@)">
- <summary>
- Retrieves the up Z unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.GetUpVector">
- <summary>
- Returns the up Z unit direction vector from the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetMobility(UnrealEngine.Framework.ComponentMobility)">
- <summary>
- Sets how often the component is allowed to move at runtime
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetVisibility(System.Boolean,System.Boolean)">
- <summary>
- Sets the visibility of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetRelativeLocation(System.Numerics.Vector3@)">
- <summary>
- Sets the location of the component relative to its parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetRelativeRotation(System.Numerics.Quaternion@)">
- <summary>
- Sets the rotation of the component relative to its parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetRelativeTransform(UnrealEngine.Framework.Transform@)">
- <summary>
- Sets the transform of the component relative to its parent
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetWorldLocation(System.Numerics.Vector3@)">
- <summary>
- Sets the location of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetWorldRotation(System.Numerics.Quaternion@)">
- <summary>
- Sets the rotation of the component in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetWorldScale(System.Numerics.Vector3@)">
- <summary>
- Sets the scale of the component world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SceneComponent.SetWorldTransform(UnrealEngine.Framework.Transform@)">
- <summary>
- Sets the transform of the component in world space
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AudioComponent">
- <summary>
- A component that is used to play a sound
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.AudioComponent.IsPlaying">
- <summary>
- Returns <c>true</c> if the sound playing any audio
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.AudioComponent.Paused">
- <summary>
- Gets or sets whether the audio is paused
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.SetSound(UnrealEngine.Framework.SoundBase)">
- <summary>
- Sets the sound object
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.Play">
- <summary>
- Plays the audio
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.Stop">
- <summary>
- Stops the audio
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.FadeIn(System.Single,System.Single,System.Single,UnrealEngine.Framework.AudioFadeCurve)">
- <summary>
- Smoothly starts the audio, can be used instead of <see cref="M:UnrealEngine.Framework.AudioComponent.Play"/>
- </summary>
- <param name="duration">Duration to reach <paramref name="volumeLevel"/></param>
- <param name="volumeLevel">The percentage of calculated volume to fade to</param>
- <param name="startTime">Fading start time</param>
- <param name="fadeCurve">Curve to adjust audio volume</param>
- </member>
- <member name="M:UnrealEngine.Framework.AudioComponent.FadeOut(System.Single,System.Single,UnrealEngine.Framework.AudioFadeCurve)">
- <summary>
- Smoothly stops the audio, can be used instead of <see cref="M:UnrealEngine.Framework.AudioComponent.Stop"/>
- </summary>
- <param name="duration">Duration to reach <paramref name="volumeLevel"/></param>
- <param name="volumeLevel">he percentage of calculated volume to fade to</param>
- <param name="fadeCurve">Curve to adjust audio volume</param>
- </member>
- <member name="T:UnrealEngine.Framework.CameraComponent">
- <summary>
- Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CameraComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.ConstrainAspectRatio">
- <summary>
- Gets or sets whether black bars will be added if the destination view has a different aspect ratio than the camera requested
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.AspectRatio">
- <summary>
- Gets or sets the aspect ratio if <see cref="P:UnrealEngine.Framework.CameraComponent.ConstrainAspectRatio"/> set to <c>true</c>
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.FieldOfView">
- <summary>
- Gets or sets the horizontal field of view (in degrees) in perspective mode (ignored in orthographic mode)
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.OrthoFarClipPlane">
- <summary>
- Gets or sets the far plane distance of the orthographic view (in world units)
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.OrthoNearClipPlane">
- <summary>
- Gets or sets the near plane distance of the orthographic view (in world units)
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.OrthoWidth">
- <summary>
- Gets or sets the desired width of the orthographic view (in world units)
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CameraComponent.LockToHeadMountedDisplay">
- <summary>
- Gets or sets whether the camera's orientation and position is locked to the head-mounted display
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CameraComponent.SetProjectionMode(UnrealEngine.Framework.CameraProjectionMode)">
- <summary>
- Sets the projection mode
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ChildActorComponent">
- <summary>
- A component that automatically spawns and destroys a child actor
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.ChildActorComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.ChildActorComponent.GetChildActor``1">
- <summary>
- Gets the child actor
- </summary>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.ChildActorComponent.SetChildActor``1">
- <summary>
- Sets the child actor
- </summary>
- <returns>An actor or <c>null</c> on failure</returns>
- </member>
- <member name="T:UnrealEngine.Framework.SpringArmComponent">
- <summary>
- A component that maintains its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.IsCollisionFixApplied">
- <summary>
- Returns <c>true</c> if the collision test displacement being applied
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.DrawDebugLagMarkers">
- <summary>
- Gets or sets whether draw markers at the camera target (in green) and the lagged position (in yellow) if the camera location lag is enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CollisionTest">
- <summary>
- Gets or sets whether the collision test is enabled using <see cref="P:UnrealEngine.Framework.SpringArmComponent.ProbeChannel"/> and <see cref="P:UnrealEngine.Framework.SpringArmComponent.ProbeSize"/> to prevent camera clipping into level
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraPositionLag">
- <summary>
- Gets or sets whether the camera lags behind target position to smooth its movement
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraRotationLag">
- <summary>
- Gets or sets whether the camera lags behind target rotation to smooth its movement
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraLagSubstepping">
- <summary>
- Gets or sets whether the sub-step camera damping so that it handles fluctuating frame rates well
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.InheritYaw">
- <summary>
- Gets or sets whether the component should inherit yaw from the parent component, has no effect if using absolute rotation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.InheritPitch">
- <summary>
- Gets or sets whether the component should inherit pitch from the parent component, has no effect if using absolute rotation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.InheritRoll">
- <summary>
- Gets or sets whether the component should inherit roll from the parent component, has no effect if using absolute rotation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraLagMaxDistance">
- <summary>
- Gets or sets a max distance the camera target may lag behind the current location
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraLagMaxTimeStep">
- <summary>
- Gets or sets a max time step used when sub-stepping camera lag
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraPositionLagSpeed">
- <summary>
- Gets or sets how quickly the camera reaches a target position
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.CameraRotationLagSpeed">
- <summary>
- Gets or sets how quickly еру camera reaches a target rotation
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.ProbeChannel">
- <summary>
- Gets or sets the collision channel of the query probe (<see cref="F:UnrealEngine.Framework.CollisionChannel.Camera"/> by default)
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.ProbeSize">
- <summary>
- Gets or sets how big should be the query probe sphere
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.TargetArmLength">
- <summary>
- Gets or sets the natural length of the spring arm when there are no collisions
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SpringArmComponent.UsePawnControlRotation">
- <summary>
- Gets or sets if the component should use the view/control rotation of the pawn
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetSocketOffset(System.Numerics.Vector3@)">
- <summary>
- Retrieves offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetSocketOffset">
- <summary>
- Returns offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetTargetOffset(System.Numerics.Vector3@)">
- <summary>
- Retrieves offset at the start of the spring arm in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetTargetOffset">
- <summary>
- Returns offset at the start of the spring arm in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetUnfixedCameraPosition(System.Numerics.Vector3@)">
- <summary>
- Retrieves the unfixed camera position
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetUnfixedCameraPosition">
- <summary>
- Returns the unfixed camera position
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetDesiredRotation(System.Numerics.Quaternion@)">
- <summary>
- Retrieves the desired rotation for the spring arm, before the rotation constraints such as <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritYaw"/>, <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritPitch"/>, or <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritRoll"/> are enforced
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetDesiredRotation">
- <summary>
- Returns the desired rotation for the spring arm, before the rotation constraints such as <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritYaw"/>, <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritPitch"/>, or <see cref="P:UnrealEngine.Framework.SpringArmComponent.InheritRoll"/> are enforced
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetTargetRotation(System.Numerics.Quaternion@)">
- <summary>
- Retrieves the target inherited rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.GetTargetRotation">
- <summary>
- Returns the target inherited rotation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.SetSocketOffset(System.Numerics.Vector3@)">
- <summary>
- Sets offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SpringArmComponent.SetTargetOffset(System.Numerics.Vector3@)">
- <summary>
- Sets offset at the start of the spring arm in world space
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.PostProcessComponent">
- <summary>
- A component that is used for post-processing manipulations
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PostProcessComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessComponent.Enabled">
- <summary>
- Gets or sets whether the volume is enabled
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessComponent.BlendRadius">
- <summary>
- Gets or sets the world space radius around the volume that is used for blending if not unbound
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessComponent.BlendWeight">
- <summary>
- Gets or sets the blend weight, 0.0f indicates no effect, 1.0f indicates full effect
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessComponent.Unbound">
- <summary>
- Gets or sets whether the volume covers the whole world or only the area inside its bounds
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PostProcessComponent.Priority">
- <summary>
- Gets or sets the priority of the volume
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.PrimitiveComponent">
- <summary>
- An abstract component that contains or generates some sort of geometry, generally to be rendered or used as collision data
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.IsGravityEnabled">
- <summary>
- Returns <c>true</c> if the component is affected by gravity, always returns <c>false</c> if physics simulation is disabled for the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.IsOverlappingComponent(UnrealEngine.Framework.PrimitiveComponent)">
- <summary>
- Returns <c>true</c> if the component is overlapping another component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.ForEachOverlappingComponent``1(System.Action{``0})">
- <summary>
- Performs the specified action on each overlapping component if any
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.Mass">
- <summary>
- Returns approximate mass in kilograms
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.CastShadow">
- <summary>
- Gets or sets whether the component should cast a shadow
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.OnlyOwnerSee">
- <summary>
- Gets or sets the component visibility when the view actor is the component's owner
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.OwnerNoSee">
- <summary>
- Gets or sets whether the component would not be visible when the view actor is the component's owner, directly or indirectly
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.IgnoreRadialForce">
- <summary>
- Gets or sets whether the component should ignore radial forces
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.IgnoreRadialImpulse">
- <summary>
- Gets or sets whether the component should ignore radial impulses
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.AngularDamping">
- <summary>
- Gets or sets the angular damping of the component
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.LinearDamping">
- <summary>
- Gets or sets the linear damping of the component
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.PrimitiveComponent.MaterialsNumber">
- <summary>
- Returns number of material elements in the primitive
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddAngularImpulseInDegrees(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds an angular impulse in degrees to a rigid body
- </summary>
- <param name="impulse">Magnitude and direction of the impulse to apply, the direction is the axis of rotation</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="velocityChange">If <c>true</c>, <paramref name="impulse"/> is taken as a change in velocity instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddAngularImpulseInRadians(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds an angular impulse in radians to a rigid body
- </summary>
- <param name="impulse">Magnitude and direction of the impulse to apply, the direction is the axis of rotation</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="velocityChange">If <c>true</c>, <paramref name="impulse"/> is taken as a change in velocity instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddForce(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds a force to a rigid body
- </summary>
- <param name="force">Force vector to apply, magnitude indicates strength of force</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="accelerationChange">If <c>true</c>, <paramref name="force"/> is taken as a change in acceleration instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddForceAtLocation(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds a force to a rigid body at a specific location, optionally in local space
- </summary>
- <param name="force">Force vector to apply, magnitude indicates strength of force</param>
- <param name="location">A point in world or local space to apply the force at</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="localSpace">If <c>true</c>, applies force in local space instead of world space</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddImpulse(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds an impulse to a rigid body
- </summary>
- <param name="impulse">Magnitude and direction of the impulse to apply</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="velocityChange">If <c>true</c>, <paramref name="impulse"/> is taken as a change in velocity instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddImpulseAtLocation(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String)">
- <summary>
- Adds an impulse to a rigid body at a specific location
- </summary>
- <param name="impulse">Magnitude and direction of the impulse to apply</param>
- <param name="location">A point in world space to apply the impulse at</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddRadialForce(System.Numerics.Vector3@,System.Single,System.Single,System.Boolean,System.Boolean)">
- <summary>
- Adds a force to all rigid bodies in the component, originating from the supplied world-space location
- </summary>
- <param name="origin">Origin of the force in world space</param>
- <param name="radius">Radius within which to apply the force</param>
- <param name="strength">Strength of the force to apply</param>
- <param name="linearFalloff">If <c>true</c>, the force will lose its strength linearly</param>
- <param name="accelerationChange">If <c>true</c>, <paramref name="strength"/> is taken as a change in acceleration instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddRadialImpulse(System.Numerics.Vector3@,System.Single,System.Single,System.Boolean,System.Boolean)">
- <summary>
- Adds an impulse to all rigid bodies in the component, originating from the supplied world-space location
- </summary>
- <param name="origin">Origin of the impulse in world space</param>
- <param name="radius">Radius within which to apply the impulse</param>
- <param name="strength">Strength of the impulse to apply</param>
- <param name="linearFalloff">If <c>true</c>, the force will lose its strength linearly</param>
- <param name="accelerationChange">If <c>true</c>, <paramref name="strength"/> is taken as a change in acceleration instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddTorqueInDegrees(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds a torque in degrees to a rigid body
- </summary>
- <param name="torque">Torque to apply, direction is axis of rotation and magnitude is strength of the torque</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="accelerationChange">If <c>true</c>, <paramref name="torque"/> is taken as a change in acceleration instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.AddTorqueInRadians(System.Numerics.Vector3@,System.String,System.Boolean)">
- <summary>
- Adds a torque in radians to a rigid body
- </summary>
- <param name="torque">Torque to apply, direction is axis of rotation and magnitude is strength of the torque</param>
- <param name="boneName">If applied to <see cref="T:UnrealEngine.Framework.SkeletalMeshComponent"/>, the name of the body to apply an angular impulse to, or <c>null</c> to indicate the root body</param>
- <param name="accelerationChange">If <c>true</c>, <paramref name="torque"/> is taken as a change in acceleration instead of a physical force (the mass will have no effect)</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsLinearVelocity(System.Numerics.Vector3@,System.String)">
- <summary>
- Retrieves the linear velocity of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsLinearVelocity(System.String)">
- <summary>
- Returns the linear velocity of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(System.Numerics.Vector3@,System.Numerics.Vector3@,System.String)">
- <summary>
- Retrieves the linear velocity of a point on a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(System.Numerics.Vector3@,System.String)">
- <summary>
- Returns the linear velocity of a point on a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(System.Numerics.Vector3@,System.String)">
- <summary>
- Retrieves the angular velocity in degrees of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(System.String)">
- <summary>
- Returns the angular velocity in degrees of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsAngularVelocityInRadians(System.Numerics.Vector3@,System.String)">
- <summary>
- Retrieves the angular velocity in radians of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetPhysicsAngularVelocityInRadians(System.String)">
- <summary>
- Returns the angular velocity in radians of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetMaterial(System.Int32)">
- <summary>
- Returns the material at the specified element index or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetDistanceToCollision(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Retrieves distance to closest collision
- </summary>
- <param name="point"></param>
- <param name="closestPointOnCollision"></param>
- <returns>More than 0.0f if successful, equals to 0.0f if a point is inside the geometry, less than 0.0f if the primitive does not have collision or if the geometry not supported</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.GetSquaredDistanceToCollision(System.Numerics.Vector3@,System.Single@,System.Numerics.Vector3@)">
- <summary>
- Retrieves squared distance to closest collision
- </summary>
- <param name="point"></param>
- <param name="squaredDistance"></param>
- <param name="closestPointOnCollision"></param>
- <returns><c>true</c> if a distance to the body was found and <paramref name="squaredDistance"/> has been populated</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetMaterial(System.Int32,UnrealEngine.Framework.MaterialInterface)">
- <summary>
- Sets the material applied to an element of the mesh
- </summary>
- <param name="elementIndex">The element to access the material of</param>
- <param name="material">A material</param>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetGenerateOverlapEvents(System.Boolean)">
- <summary>
- Sets whether the component should generate overlap events when it's overlaps other components
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetGenerateHitEvents(System.Boolean)">
- <summary>
- Sets whether the component should generate hit events when it's collides with other components
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetMass(System.Single,System.String)">
- <summary>
- Sets the mass in kilograms of a rigid body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCenterOfMass(System.Numerics.Vector3@,System.String)">
- <summary>
- Sets the center of mass of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetPhysicsLinearVelocity(System.Numerics.Vector3@,System.Boolean,System.String)">
- <summary>
- Sets the linear velocity of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(System.Numerics.Vector3@,System.Boolean,System.String)">
- <summary>
- Sets the angular velocity in degrees of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetPhysicsAngularVelocityInRadians(System.Numerics.Vector3@,System.Boolean,System.String)">
- <summary>
- Sets the angular velocity in radians of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(System.Single,System.Boolean,System.String)">
- <summary>
- Sets the maximum angular velocity in degrees of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(System.Single,System.Boolean,System.String)">
- <summary>
- Sets the maximum angular velocity in radians of a single body
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetSimulatePhysics(System.Boolean)">
- <summary>
- Sets whether a single body should use physics simulation, or should be kinematic, if the component is currently attached to something, beginning simulation will detach it
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetEnableGravity(System.Boolean)">
- <summary>
- Sets whether the component is affected by gravity, applies only to components with enabled physics simulation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCollisionMode(UnrealEngine.Framework.CollisionMode)">
- <summary>
- Sets the collision mode of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCollisionChannel(UnrealEngine.Framework.CollisionChannel)">
- <summary>
- Sets the collision channel of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCollisionProfileName(System.String,System.Boolean)">
- <summary>
- Sets the collision <a href="https://docs.unrealengine.com/en-US/Engine/Physics/Collision/Reference/index.html">profile name</a> of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCollisionResponseToChannel(UnrealEngine.Framework.CollisionChannel,UnrealEngine.Framework.CollisionResponse)">
- <summary>
- Sets the collision response to channel of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetCollisionResponseToAllChannels(UnrealEngine.Framework.CollisionResponse)">
- <summary>
- Sets the collision response to all channels of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetIgnoreActorWhenMoving(UnrealEngine.Framework.Actor,System.Boolean)">
- <summary>
- Sets whether to ignore collision of all components of a specified actor during the movement
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.SetIgnoreComponentWhenMoving(UnrealEngine.Framework.PrimitiveComponent,System.Boolean)">
- <summary>
- Sets whether to ignore collision of a specified component during the movement
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.ClearMoveIgnoreActors">
- <summary>
- Clears the list of actors that ignored during the movement
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.ClearMoveIgnoreComponents">
- <summary>
- Clears the list of components that ignored during the movement
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(System.Int32)">
- <summary>
- Creates a dynamic material instance for the specified element index, the parent of the instance is set to the material being replaced
- </summary>
- <param name="elementIndex">The index of the skin to replace the material for, if invalid, the material is unchanged and <c>null</c> is returned</param>
- <returns>A material instance or <c>null</c> on failure</returns>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.RegisterEvent(UnrealEngine.Framework.ComponentEventType)">
- <summary>
- Registers an event notification for the primitive component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.PrimitiveComponent.UnregisterEvent(UnrealEngine.Framework.ComponentEventType)">
- <summary>
- Unregisters an event notification for the primitive component
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ShapeComponent">
- <summary>
- An abstract component that is represented by a simple geometrical shape
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ShapeComponent.DynamicObstacle">
- <summary>
- Gets or sets whether the shape will be used for navigation as a dynamic modifier instead of using regular collision data
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.ShapeComponent.ShapeColor">
- <summary>
- Gets or sets the color of the shape
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.BoxComponent">
- <summary>
- A box generally used for simple collision
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.GetScaledBoxExtent(System.Numerics.Vector3@)">
- <summary>
- Retrieves the box extents scaled by the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.GetScaledBoxExtent">
- <summary>
- Returns the box extents scaled by the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.GetUnscaledBoxExtent(System.Numerics.Vector3@)">
- <summary>
- Retrieves the box extent ignoring the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.GetUnscaledBoxExtent">
- <summary>
- Returns the box extent ignoring the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.SetBoxExtent(System.Numerics.Vector3@,System.Boolean)">
- <summary>
- Sets the box extent size, unscaled before the component scale is applied
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.BoxComponent.InitBoxExtent(System.Numerics.Vector3@)">
- <summary>
- Sets the box extent size without triggering a render or physics update
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SphereComponent">
- <summary>
- A sphere generally used for simple collision
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SphereComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.SphereComponent.ScaledSphereRadius">
- <summary>
- Returns the sphere radius scaled by the component scale
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SphereComponent.UnscaledSphereRadius">
- <summary>
- Returns the sphere radius ignoring the component scale
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SphereComponent.ShapeScale">
- <summary>
- Returns the scale of the shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SphereComponent.SetSphereRadius(System.Single,System.Boolean)">
- <summary>
- Sets the sphere radius, unscaled before the component scale is applied
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SphereComponent.InitSphereRadius(System.Single)">
- <summary>
- Sets the sphere radius without triggering a render or physics update
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.CapsuleComponent">
- <summary>
- A capsule generally used for simple collision
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.CapsuleComponent.ScaledCapsuleRadius">
- <summary>
- Returns the capsule radius scaled by the component scale
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CapsuleComponent.UnscaledCapsuleRadius">
- <summary>
- Returns the capsule radius ignoring the component scale
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.CapsuleComponent.ShapeScale">
- <summary>
- Returns the scale of the shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.GetScaledCapsuleSize(System.Single@,System.Single@)">
- <summary>
- Retrieves the capsule radius and half-height scaled by the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.GetUnscaledCapsuleSize(System.Single@,System.Single@)">
- <summary>
- Retrieves the capsule radius and half-height ignoring the component scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.SetCapsuleRadius(System.Single,System.Boolean)">
- <summary>
- Sets the capsule radius, unscaled before the component scale is applied
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.SetCapsuleSize(System.Single,System.Single,System.Boolean)">
- <summary>
- Sets the capsule size, unscaled before the component scale is applied
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.CapsuleComponent.InitCapsuleSize(System.Single,System.Single)">
- <summary>
- Sets the capsule size without triggering a render or physics update
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.MeshComponent">
- <summary>
- An abstract component that is an instance of a renderable collection of triangles
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MeshComponent.IsValidMaterialSlotName(System.String)">
- <summary>
- Returns <c>true</c> if the given slot name is valid
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MeshComponent.GetMaterialIndex(System.String)">
- <summary>
- Returns a material index the given a slot name
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.TextRenderComponent">
- <summary>
- Renders text in the world
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetFont(UnrealEngine.Framework.Font)">
- <summary>
- Sets the font of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetText(System.String)">
- <summary>
- Sets the text of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetTextMaterial(UnrealEngine.Framework.MaterialInterface)">
- <summary>
- Sets the text material of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetTextRenderColor(System.Drawing.Color)">
- <summary>
- Sets the text render color of the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetHorizontalAlignment(UnrealEngine.Framework.HorizontalTextAligment)">
- <summary>
- Sets the herizontal alignment
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetHorizontalSpacingAdjustment(System.Single)">
- <summary>
- Sets the horizontal spacing adjustment
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetVerticalAlignment(UnrealEngine.Framework.VerticalTextAligment)">
- <summary>
- Sets the vertical alignment
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetVerticalSpacingAdjustment(System.Single)">
- <summary>
- Sets the vertical spacing adjustment
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetScale(System.Numerics.Vector2@)">
- <summary>
- Sets the text scale
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.TextRenderComponent.SetWorldSize(System.Single)">
- <summary>
- Sets the world size of the text
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.LightComponentBase">
- <summary>
- The base class of light components
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LightComponentBase.Intensity">
- <summary>
- Returns the total energy that the light emits
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.LightComponentBase.CastShadows">
- <summary>
- Gets or sets whether the light should cast shadows
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.LightComponent">
- <summary>
- A component that represents light
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LightComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.LightComponent.SetIntensity(System.Single)">
- <summary>
- Sets the intensity of the light
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.LightComponent.SetLightColor(UnrealEngine.Framework.LinearColor@)">
- <summary>
- Sets the light color
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.DirectionalLightComponent">
- <summary>
- A component that represents directional light
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.DirectionalLightComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="T:UnrealEngine.Framework.MotionControllerComponent">
- <summary>
- A component that represents a physical motion controller in 3D space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MotionControllerComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.MotionControllerComponent.IsTracked">
- <summary>
- Returns <c>true</c> if the component has a valid tracked device this frame
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MotionControllerComponent.DisplayDeviceModel">
- <summary>
- Gets or sets whether to render a model associated with the set hand
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MotionControllerComponent.DisableLowLatencyUpdate">
- <summary>
- Gets or sets whether render transforms within the motion controller hierarchy will be updated a second time immediately before rendering
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MotionControllerComponent.TrackingSource">
- <summary>
- Gets or sets the current tracking source
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MotionControllerComponent.SetTrackingMotionSource(System.String)">
- <summary>
- Sets the tracking motion source
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MotionControllerComponent.SetAssociatedPlayerIndex(System.Int32)">
- <summary>
- Sets the player index which the motion controller should automatically follow
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MotionControllerComponent.SetCustomDisplayMesh(UnrealEngine.Framework.StaticMesh)">
- <summary>
- Sets the custom display mesh that attached to the motion controller
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MotionControllerComponent.SetDisplayModelSource(System.String)">
- <summary>
- Sets the display model source
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.StaticMeshComponent">
- <summary>
- A component that is used to create an instance of a static mesh, a piece of geometry that consists of a static set of polygons
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StaticMeshComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="M:UnrealEngine.Framework.StaticMeshComponent.GetLocalBounds(System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Retrieves local bounds of the mesh
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StaticMeshComponent.GetStaticMesh">
- <summary>
- Returns the static mesh used by this instance or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.StaticMeshComponent.SetStaticMesh(UnrealEngine.Framework.StaticMesh)">
- <summary>
- Returns <c>true</c> if the mesh was set
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.InstancedStaticMeshComponent">
- <summary>
- A component that efficiently renders multiple instances of the same <see cref="T:UnrealEngine.Framework.StaticMeshComponent"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.InstancedStaticMeshComponent.InstanceCount">
- <summary>
- Returns the number of instances in the component
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.GetInstanceTransform(System.Int32,UnrealEngine.Framework.Transform@,System.Boolean)">
- <summary>
- Retrieves the transform of the specified instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.AddInstance(UnrealEngine.Framework.Transform@)">
- <summary>
- Adds an instance to the component using the transform that will be applied at instantiation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.AddInstances(UnrealEngine.Framework.Transform[])">
- <summary>
- Adds multiple instances to the component using the transforms that will be applied at instantiation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.UpdateInstanceTransform(System.Int32,UnrealEngine.Framework.Transform@,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Updates the transform for the specified instance
- </summary>
- <param name="instanceIndex">The index of the instance to update</param>
- <param name="instanceTransform">The new transform to apply</param>
- <param name="worldSpace">If <c>true</c>, the new transform is interpreted as a world space transform, otherwise it is interpreted as local space</param>
- <param name="markRenderStateDirty">If the render state is marked as dirty the change should be visible immediately, consider setting it to <c>true</c> only during the update of the last instance in a batch</param>
- <param name="teleport">Whether the instance's physics should be moved normally, or teleported (moved instantly, ignoring velocity)</param>
- <returns><c>true</c> if successful</returns>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.BatchUpdateInstanceTransforms(System.Int32,UnrealEngine.Framework.Transform[],System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Updates the transform for an array of instances
- </summary>
- <param name="startInstanceIndex">The starting index of the instances to update</param>
- <param name="instanceTransforms">The new transforms to apply</param>
- <param name="worldSpace">If <c>true</c>, the new transforms are interpreted as a world space transforms, otherwise it is interpreted as local space</param>
- <param name="markRenderStateDirty">If the render state is marked as dirty the change should be visible immediately</param>
- <param name="teleport">Whether the instances physics should be moved normally, or teleported (moved instantly, ignoring velocity)</param>
- <returns><c>true</c> if successful</returns>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.RemoveInstance(System.Int32)">
- <summary>
- Removes the specified instance
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.InstancedStaticMeshComponent.ClearInstances">
- <summary>
- Clears all instances being rendered by the component
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.HierarchicalInstancedStaticMeshComponent">
- <summary>
- A component that efficiently renders multiple instances of the same <see cref="T:UnrealEngine.Framework.StaticMeshComponent"/> with different level of detail
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.HierarchicalInstancedStaticMeshComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.HierarchicalInstancedStaticMeshComponent.DisableCollision">
- <summary>
- Gets or sets whether the collision should be disabled
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SkinnedMeshComponent">
- <summary>
- A component that supports bone skinned mesh rendering
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.GetBonesNumber">
- <summary>
- Returns the number of bones in the skeleton
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.GetBoneIndex(System.String)">
- <summary>
- Returns the index of a bone by name
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.GetBoneName(System.Int32)">
- <summary>
- Returns the name of a bone by index
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.GetBoneTransform(System.Int32,UnrealEngine.Framework.Transform@)">
- <summary>
- Retrieves the transform of a bone by index
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.GetBoneTransform(System.Int32)">
- <summary>
- Returns the transform of a bone by index
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkinnedMeshComponent.SetSkeletalMesh(UnrealEngine.Framework.SkeletalMesh,System.Boolean)">
- <summary>
- Sets the skeletal mesh
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SkeletalMeshComponent">
- <summary>
- A component that is used to create an instance of an animated <see cref="T:UnrealEngine.Framework.SkeletalMesh"/> asset
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.SkeletalMeshComponent.IsPlaying">
- <summary>
- Returns <c>true</c> if playing animation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.GetAnimationInstance">
- <summary>
- Returns the animation instance that is driving the class or <c>null</c> on failure
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.SetAnimation(UnrealEngine.Framework.AnimationAsset)">
- <summary>
- Sets the animation to play
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.SetAnimationMode(UnrealEngine.Framework.AnimationMode)">
- <summary>
- Sets the animation mode
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.SetAnimationBlueprint(UnrealEngine.Framework.Blueprint)">
- <summary>
- Sets the animation blueprint
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.Play(System.Boolean)">
- <summary>
- Plays the animation
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.PlayAnimation(UnrealEngine.Framework.AnimationAsset,System.Boolean)">
- <summary>
- Plays the animation asset
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SkeletalMeshComponent.Stop">
- <summary>
- Stops the animation
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SplineComponent">
- <summary>
- Represents a spline shape
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.SplineComponent.IsClosedLoop">
- <summary>
- Returns <c>true</c> if the spline is a closed loop
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SplineComponent.Duration">
- <summary>
- Gets or sets the duration of the spline in seconds
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SplineComponent.SplinePointsNumber">
- <summary>
- Returns the number of spline points
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.SplineComponent.SplineSegmentsNumber">
- <summary>
- Returns the number of spline segments
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetSplinePointType(System.Int32)">
- <summary>
- Returns the type of a spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the tangent at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the tangent at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Numerics.Vector3@)">
- <summary>
- Retrieves the tangent at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTangentAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns the tangent at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,UnrealEngine.Framework.Transform@)">
- <summary>
- Retrieves the transform at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the transform at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,UnrealEngine.Framework.Transform@)">
- <summary>
- Retrieves the transform at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns the transform at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetArriveTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the arrive tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetArriveTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the arrive tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDefaultUpVector(UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the default up vector of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDefaultUpVector(UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the default up vector of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves a unit direction vector of the spline tangent at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector of the spline tangent at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves a unit direction vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Numerics.Vector3@)">
- <summary>
- Retrieves a unit direction vector of the spline tangent at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDirectionAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns a unit direction vector of the spline tangent at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetDistanceAlongSplineAtSplinePoint(System.Int32)">
- <summary>
- Returns the distance along the spline at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLeaveTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the leave tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLeaveTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the leave tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAndTangentAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@,System.Numerics.Vector3@)">
- <summary>
- Retrieves the location and tangent at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the location at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the location at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the location at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the location at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the location at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetLocationAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the location at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves a unit direction vector corresponding to the spline's right vector at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Retrieves a unit direction vector corresponding to the spline's right vector at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's right vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the spline's right vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's right vector at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRightVectorAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns the spline's right vector at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRollAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the spline's roll in degrees at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRollAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the spline's roll in degrees at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRollAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns the spline's roll in degrees at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Quaternion@)">
- <summary>
- Retrieves a rotation corresponding to the spline's rotation at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a rotation corresponding to the spline's rotation at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Quaternion@)">
- <summary>
- Retrieves a spline's rotation at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a spline's rotation at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Numerics.Quaternion@)">
- <summary>
- Retrieves a rotation corresponding to the spline's position and direction at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetRotationAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns a rotation corresponding to the spline's position and direction at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtDistanceAlongSpline(System.Single,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's scale at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtDistanceAlongSpline(System.Single)">
- <summary>
- Returns the spline's scale at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtSplinePoint(System.Int32,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's scale at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtSplinePoint(System.Int32)">
- <summary>
- Returns the spline's scale at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtTime(System.Single,System.Boolean,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's scale at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetScaleAtTime(System.Single,System.Boolean)">
- <summary>
- Returns the spline's scale at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetSplineLength">
- <summary>
- Returns the total length along the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Boolean,UnrealEngine.Framework.Transform@)">
- <summary>
- Retrieves the spline's transform at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetTransformAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Boolean)">
- <summary>
- Returns the spline's transform at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves a unit direction vector corresponding to the spline's up vector at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtDistanceAlongSpline(System.Single,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector corresponding to the spline's up vector at the given distance along the length of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's up vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtSplinePoint(System.Int32,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the spline's up vector at the spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean,System.Numerics.Vector3@)">
- <summary>
- Retrieves the spline's up vector at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.GetUpVectorAtTime(System.Single,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns the spline's up vector at the given time from 0.0f to the spline duration
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetSplinePointType(System.Int32,UnrealEngine.Framework.SplinePointType,System.Boolean)">
- <summary>
- Sets the type of a spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetClosedLoop(System.Boolean,System.Boolean)">
- <summary>
- Sets whether the spline is a closed loop
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetDefaultUpVector(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Sets the default up vector of the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetLocationAtSplinePoint(System.Int32,System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Sets an existing point to a new location
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetTangentAtSplinePoint(System.Int32,System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Sets the tangent at a given spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetTangentsAtSplinePoint(System.Int32,System.Numerics.Vector3@,System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Sets the tangents at a given spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.SetUpVectorAtSplinePoint(System.Int32,System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Sets the up vector at a given spline point
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.AddSplinePoint(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Adds a point to the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.AddSplinePointAtIndex(System.Numerics.Vector3@,System.Int32,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Adds a point to the spline at the specified index
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.ClearSplinePoints(System.Boolean)">
- <summary>
- Clears all the points in the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindDirectionClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector of the spline tangent closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindLocationClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a point of the spline closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindUpVectorClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector corresponding to the spline's up vector closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindRightVectorClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a unit direction vector corresponding to the spline's right vector closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindRollClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns the spline's roll in degrees closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindScaleClosestToWorldLocation(System.Numerics.Vector3@)">
- <summary>
- Returns the spline's scale closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindTangentClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace)">
- <summary>
- Returns a tangent of the spline closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.FindTransformClosestToWorldLocation(System.Numerics.Vector3@,UnrealEngine.Framework.SplineCoordinateSpace,System.Boolean)">
- <summary>
- Returns a transform closest to the location in world space
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.RemoveSplinePoint(System.Int32,System.Boolean)">
- <summary>
- Removes a point at the specified index from the spline
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.SplineComponent.UpdateSpline">
- <summary>
- Updates the spline
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.RadialForceComponent">
- <summary>
- A component that emits a radial force or impulse that can affect physics objects and destructible objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RadialForceComponent.#ctor(UnrealEngine.Framework.Actor,System.String,System.Boolean,UnrealEngine.Framework.Blueprint)">
- <summary>
- Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically
- </summary>
- <param name="actor">The actor to attach the component to</param>
- <param name="name">The name of the component</param>
- <param name="setAsRoot">If <c>true</c>, sets the component as the root</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the component</param>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.IgnoreOwningActor">
- <summary>
- Gets or sets whether to apply the force or impulse to any physics objects that are part of the actor which owns the component
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.ImpulseVelocityChange">
- <summary>
- Gets or sets whether the impulse will ignore the mass of objects and will always result in a fixed velocity change
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.LinearFalloff">
- <summary>
- Gets or sets whether the force or impulse should lose its strength linearly
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.ForceStrength">
- <summary>
- Gets or sets the force strength
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.ImpulseStrength">
- <summary>
- Gets or sets the impulse strength
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.RadialForceComponent.Radius">
- <summary>
- Gets or sets the radius within the force or impulse will be applied
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RadialForceComponent.AddCollisionChannelToAffect(UnrealEngine.Framework.CollisionChannel)">
- <summary>
- Adds a collision channel that will be affected by the radial force
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.RadialForceComponent.FireImpulse">
- <summary>
- Fires a single impulse
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.MaterialInterface">
- <summary>
- The base class of materials that can be applied to meshes
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MaterialInterface.IsCreated">
- <summary>
- Returns <c>true</c> if the object is created
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInterface.Equals(UnrealEngine.Framework.MaterialInterface)">
- <summary>
- Indicates equality of objects
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInterface.GetHashCode">
- <summary>
- Returns a hash code for the object
- </summary>
- </member>
- <member name="P:UnrealEngine.Framework.MaterialInterface.IsTwoSided">
- <summary>
- Returns <c>true</c> if the material is two sided
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Material">
- <summary>
- An asset which can be applied to a mesh to control the visual look
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Material.Load(System.String)">
- <summary>
- Finds and loads a material by name
- </summary>
- <returns>A material or <c>null</c> on failure</returns>
- </member>
- <member name="P:UnrealEngine.Framework.Material.IsDefaultMaterial">
- <summary>
- Returns <c>true</c> if the material is one of the default materials
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.MaterialInstance">
- <summary>
- An abstract instance of the material
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstance.IsChildOf(UnrealEngine.Framework.MaterialInterface)">
- <summary>
- Returns <c>true</c> if the material instance is a child of another Material
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstance.GetParent">
- <summary>
- Returns the parent material or <c>null</c> on failure
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.MaterialInstanceDynamic">
- <summary>
- A dynamic instance of the material
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstanceDynamic.ClearParameterValues">
- <summary>
- Removes all parameter values
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstanceDynamic.SetTextureParameterValue(System.String,UnrealEngine.Framework.Texture)">
- <summary>
- Sets the texture parameter value
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstanceDynamic.SetVectorParameterValue(System.String,UnrealEngine.Framework.LinearColor@)">
- <summary>
- Sets the vector parameter value
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.MaterialInstanceDynamic.SetScalarParameterValue(System.String,System.Single)">
- <summary>
- Sets the scalar parameter value
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.LogLevel">
- <summary>
- Defines the log level for an output log message
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.LogLevel.Display">
- <summary>
- Logs are printed to console and log files
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.LogLevel.Warning">
- <summary>
- Logs are printed to console and log files with the yellow color
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.LogLevel.Error">
- <summary>
- Logs are printed to console and log files with the red color
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.LogLevel.Fatal">
- <summary>
- Logs are printed to console and log files then crashes the application even if logging is disabled
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AttachmentTransformRule">
- <summary>
- Defines rules for attaching components
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AttachmentTransformRule.KeepRelativeTransform">
- <summary>
- Keeps current relative transform as the relative transform to the new parent
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AttachmentTransformRule.KeepWorldTransform">
- <summary>
- Automatically calculates the relative transform such that the attached component maintains the same world transform
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AttachmentTransformRule.SnapToTargetIncludingScale">
- <summary>
- Snaps location and rotation to the attach point, calculates the relative scale so that the final world scale of the component remains the same
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AttachmentTransformRule.SnapToTargetNotIncludingScale">
- <summary>
- Snaps the entire transform to target, including scale
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.DetachmentTransformRule">
- <summary>
- Defines rules for detaching components
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.DetachmentTransformRule.KeepRelativeTransform">
- <summary>
- Keeps current relative transform as the relative transform to the previous parent
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.DetachmentTransformRule.KeepWorldTransform">
- <summary>
- Automatically calculates the relative transform such that the detached component maintains the same world transform
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.TeleportType">
- <summary>
- Defines teleportation types of physics body
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.TeleportType.None">
- <summary>
- Don't teleport physics body
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.TeleportType.TeleportPhysics">
- <summary>
- Teleport physics body so that velocity remains the same and no collision occurs
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.TeleportType.ResetPhysics">
- <summary>
- Teleport physics body and reset physics state completely
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.UpdateTransformFlags">
- <summary>
- Defines how to update transform during movement
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.UpdateTransformFlags.None">
- <summary>
- Default update
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.UpdateTransformFlags.SkipPhysicsUpdate">
- <summary>
- Don't update the underlying physics
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.UpdateTransformFlags.PropagateFromParent">
- <summary>
- The update is coming as a result of the parent updating
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.UpdateTransformFlags.OnlyUpdateIfUsingSocket">
- <summary>
- Only update child transform if attached to parent via a socket
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AIFocusPriority">
- <summary>
- Defines focus priority for AI
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AIFocusPriority.Normal">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AIFocusPriority.Low">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AIFocusPriority.High">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AIFocusPriority.VeryHigh">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.ActorEventType">
- <summary>
- Defines actor events
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorBeginOverlap">
- <summary>
- Called when actors start overlapping
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorEndOverlap">
- <summary>
- Called when actors stop overlapping
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorHit">
- <summary>
- Called when actors hit collisions
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorBeginCursorOver">
- <summary>
- Called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorEndCursorOver">
- <summary>
- Called when the mouse cursor is moved off an actor if mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorClicked">
- <summary>
- Called when the mouse button is clicked while the mouse is over an actor if click events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ActorEventType.OnActorReleased">
- <summary>
- Called when the mouse button is released while the mouse is over an actor if click events are enabled in the player controller
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.ComponentEventType">
- <summary>
- Defines component events
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentBeginOverlap">
- <summary>
- Called when components start overlapping
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentEndOverlap">
- <summary>
- Called when components stop overlapping
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentHit">
- <summary>
- Called when components hit collisions
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentBeginCursorOver">
- <summary>
- Called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentEndCursorOver">
- <summary>
- Called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentClicked">
- <summary>
- Called when the mouse button is clicked while the mouse is over a component if click events are enabled in the player controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentEventType.OnComponentReleased">
- <summary>
- Called when the mouse button is released while the mouse is over a component if click events are enabled in the player controller
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.AnimationMode">
- <summary>
- Defines the animation mode
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AnimationMode.Blueprint">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AnimationMode.Asset">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AnimationMode.Custom">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.AutoReceiveInput">
- <summary>
- Defines the player index that will be used to pass input
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Disabled">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player0">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player1">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player3">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player4">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player5">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player6">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AutoReceiveInput.Player7">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.CameraProjectionMode">
- <summary>
- Defines the projection mode for a camera
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CameraProjectionMode.Perspective">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CameraProjectionMode.Orthographic">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.CollisionMode">
- <summary>
- Defines the collision mode
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionMode.NoCollision">
- <summary>
- No collision
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionMode.QueryOnly">
- <summary>
- Used for spatial queries (raycasts, sweeps, and overlaps)
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionMode.PhysicsOnly">
- <summary>
- Used for physics simulation (rigid bodies, and constraints)
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionMode.QueryAndPhysics">
- <summary>
- Can be used for both spatial queries and physics simulation
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.CollisionShapeType">
- <summary>
- Defines the collision shape type
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionShapeType.Box">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionShapeType.Sphere">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionShapeType.Capsule">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.ComponentMobility">
- <summary>
- Defines how often a component is allowed to move
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentMobility.Movable">
- <summary>
- Movable objects can be moved and changed
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentMobility.Static">
- <summary>
- Static objects cannot be moved or changed
- - Allows baked lighting
- - Fastest rendering
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ComponentMobility.Stationary">
- <summary>
- A stationary light will only have its shadowing and bounced lighting from static geometry baked by <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/Lightmass/index.html">Lightmass</a>, all other lighting will be dynamic
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.SplineCoordinateSpace">
- <summary>
- Defines coordinate space
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.SplineCoordinateSpace.Local">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.SplineCoordinateSpace.World">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.SplinePointType">
- <summary>
- Defines the spline point type
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.SplinePointType.Linear">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.SplinePointType.Curve">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.SplinePointType.Constant">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.SplinePointType.CurveClamped">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.SplinePointType.CurveCustomTangent">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.WindowMode">
- <summary>
- Defines the window mode
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.WindowMode.Fullscreen">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.WindowMode.WindowedFullscreen">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.WindowMode.Windowed">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.AudioFadeCurve">
- <summary>
- Defines the type of fade to adjust audio volume
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AudioFadeCurve.Linear">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AudioFadeCurve.Logarithmic">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AudioFadeCurve.SCurve">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.AudioFadeCurve.Sin">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.AutoPossessAI">
- <summary>
- Defines the possession type for AI pawn that will be automatically possed by an AI controller
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AutoPossessAI.Disabled">
- <summary>
- Disabled and not possesses AI
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AutoPossessAI.PlacedInWorld">
- <summary>
- Only possess by an AI controller if a pawn is placed in the world
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AutoPossessAI.Spawned">
- <summary>
- Only possess by an AI controller if a pawn is spawned after the world has loaded
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.AutoPossessAI.PlacedInWorldOrSpawned">
- <summary>
- Pawn is automatically possessed by an AI controller whenever it's created
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.BlendType">
- <summary>
- Defines how to blend when changing view targets
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.Linear">
- <summary>
- A simple linear interpolation
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.Cubic">
- <summary>
- A slight ease in and ease out, but amount of ease cannot be tweaked
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.EaseIn">
- <summary>
- Immediately accelerates, but smoothly decelerates into the target, ease amount can be controlled
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.EaseOut">
- <summary>
- Smoothly accelerates, but does not decelerate into the target, ease amount can be controlled
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.EaseInOut">
- <summary>
- Smoothly accelerates and decelerates, ease amount can be controlled
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.BlendType.PreBlended">
- <summary>
- The game's camera system has already performed the blending, the engine shouldn't blend at all
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.CollisionChannel">
- <summary>
- Defines collision channels
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.WorldStatic">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.WorldDynamic">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.Pawn">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.Visibility">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.Camera">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.PhysicsBody">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.Vehicle">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.Destructible">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel1">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel3">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel4">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel5">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.EngineTraceChannel6">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel1">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel3">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel4">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel5">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel6">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel7">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel8">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel9">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel10">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel11">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel12">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel13">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel14">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel15">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel16">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel17">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionChannel.GameTraceChannel18">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.CollisionResponse">
- <summary>
- Defines collision response types
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionResponse.Ignore">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionResponse.Overlap">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.CollisionResponse.Block">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.ControllerHand">
- <summary>
- Defines the controller hands for tracking
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Left">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Right">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.AnyHand">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Pad">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.ExternalCamera">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Gun">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special1">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special3">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special4">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special5">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special6">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special7">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special8">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special9">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special10">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.ControllerHand.Special11">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.HorizontalTextAligment">
- <summary>
- Defines the horizontal text aligment type
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.HorizontalTextAligment.Left">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.HorizontalTextAligment.Center">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.HorizontalTextAligment.Right">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.VerticalTextAligment">
- <summary>
- Defines the vertical text aligment type
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.VerticalTextAligment.Top">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.VerticalTextAligment.Center">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.VerticalTextAligment.Bottom">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.PlaneConstraintAxis">
- <summary>
- Defines behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis will not be possible
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PlaneConstraintAxis.Custom">
- <summary>
- Lock movement to a user-defined axis
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PlaneConstraintAxis.X">
- <summary>
- Lock movement in the X axis
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PlaneConstraintAxis.Y">
- <summary>
- Lock movement in the Y axis
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PlaneConstraintAxis.Z">
- <summary>
- Lock movement in the Z axis
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PlaneConstraintAxis.UseGlobalPhysicsSetting">
- <summary>
- Use the global physics project setting
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.InputEvent">
- <summary>
- Defines input behavior type
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.InputEvent.Pressed">
- <summary>
- Key pressed
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.InputEvent.Released">
- <summary>
- Key released
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.InputEvent.Repeat">
- <summary>
- Key repeating
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.InputEvent.DoubleClick">
- <summary>
- Key double clicked
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.InputEvent.Axis">
- <summary>
- Axis activated
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.NetMode">
- <summary>
- Defines the networking mode
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.NetMode.Standalone">
- <summary>
- A game without networking, with one or more local players
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.NetMode.DedicatedServer">
- <summary>
- A server with no local players
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.NetMode.ListenServer">
- <summary>
- A server that also has a local player who is hosting the game, available to other players on the network
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.NetMode.Client">
- <summary>
- A client connected to a server
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.PixelFormat">
- <summary>
- Defines the pixel format
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.Unknown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.A32B32G32R32F">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.B8G8R8A8">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.G8">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.G16">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.PixelFormat.DXT1">
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- <param name="eta">The refraction index</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Perpendicular(System.Numerics.Vector2)">
- <summary>
- Returns the vector perpendicular to the specified vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Angle(System.Numerics.Vector2,System.Numerics.Vector2)">
- <summary>
- Returns the unsigned angle in degrees
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- </member>
- <member name="M:UnrealEngine.Framework.Maths.ClampMagnitude(System.Numerics.Vector2,System.Single)">
- <summary>
- Returns a copy of vector with clamped magnitude
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- </member>
- <member name="M:UnrealEngine.Framework.Maths.Damp(System.Numerics.Vector2,System.Numerics.Vector2,System.Single,System.Single)">
- <summary>
- Creates framerate-independent dampened motion between two values
- </summary>
- <param name="from">Value to damp from</param>
- <param name="to">Value to damp to</param>
- <param name="lambda">Smoothing factor</param>
- <param name="deltaTime">Time since last damp</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.MoveTowards(System.Numerics.Vector2,System.Numerics.Vector2,System.Single)">
- <summary>
- Returns the vector moved towards a target
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Magnitude(System.Numerics.Vector3)">
- <summary>
- Returns the length of the vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.SquareMagnitude(System.Numerics.Vector3)">
- <summary>
- Returns the squared length of the vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Refract(System.Numerics.Vector3,System.Numerics.Vector3,System.Single)">
- <summary>
- Returns the refraction vector
- </summary>
- <param name="value">The incident vector</param>
- <param name="normal">The normal vector</param>
- <param name="eta">The refraction index</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Angle(System.Numerics.Vector3,System.Numerics.Vector3)">
- <summary>
- Returns the unsigned angle in degrees
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.SignedAngle(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
- <summary>
- Returns the signed angle in degrees
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.ClampMagnitude(System.Numerics.Vector3,System.Single)">
- <summary>
- Returns a copy of vector with clamped magnitude
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Damp(System.Numerics.Vector3,System.Numerics.Vector3,System.Single,System.Single)">
- <summary>
- Creates framerate-independent dampened motion between two values
- </summary>
- <param name="from">Value to damp from</param>
- <param name="to">Value to damp to</param>
- <param name="lambda">Smoothing factor</param>
- <param name="deltaTime">Time since last damp</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.MoveTowards(System.Numerics.Vector3,System.Numerics.Vector3,System.Single)">
- <summary>
- Returns the vector moved towards a target
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Project(System.Numerics.Vector3,System.Numerics.Vector3)">
- <summary>
- Projects a vector onto another vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.ProjectOnPlane(System.Numerics.Vector3,System.Numerics.Vector3)">
- <summary>
- Projects a vector onto a plane defined by a normal orthogonal to the plane
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Magnitude(System.Numerics.Vector4)">
- <summary>
- Returns the length of the vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.SquareMagnitude(System.Numerics.Vector4)">
- <summary>
- Returns the squared length of the vector
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Refract(System.Numerics.Vector4,System.Numerics.Vector4,System.Single)">
- <summary>
- Returns the refraction vector
- </summary>
- <param name="value">The incident vector</param>
- <param name="normal">The normal vector</param>
- <param name="eta">The refraction index</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Euler(System.Single,System.Single,System.Single)">
- <summary>
- Returns a rotation which rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Euler(System.Numerics.Vector3)">
- <summary>
- Returns a rotation which rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis
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- </member>
- <member name="M:UnrealEngine.Framework.Maths.Angle(System.Numerics.Quaternion,System.Numerics.Quaternion)">
- <summary>
- Returns the unsigned angle in degrees
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- </member>
- <member name="M:UnrealEngine.Framework.Maths.AngleAxis(System.Single,System.Numerics.Vector3)">
- <summary>
- Returns a rotation which rotates angle degrees around axis
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.FromToRotation(System.Numerics.Vector3,System.Numerics.Vector3)">
- <summary>
- Returns a rotation which rotates from <paramref name="fromDirection"/> to <paramref name="toDirection"/>
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.Damp(System.Numerics.Quaternion,System.Numerics.Quaternion,System.Single,System.Single)">
- <summary>
- Creates framerate-independent dampened motion between two values
- </summary>
- <param name="from">Value to damp from</param>
- <param name="to">Value to damp to</param>
- <param name="lambda">Smoothing factor</param>
- <param name="deltaTime">Time since last damp</param>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.RotateTowards(System.Numerics.Quaternion,System.Numerics.Quaternion,System.Single)">
- <summary>
- Returns a rotation which rotated towards a target
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Maths.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
- <summary>
- Returns a rotation from the given yaw, pitch, and roll, in radians
- </summary>
- </member>
- <member name="T:UnrealEngine.Framework.Keys">
- <summary>
- Key codes
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.AnyKey">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MouseX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MouseY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MouseScrollUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MouseScrollDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MouseWheelAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftMouseButton">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightMouseButton">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MiddleMouseButton">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ThumbMouseButton">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ThumbMouseButton2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.BackSpace">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Tab">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Enter">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Pause">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.CapsLock">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Escape">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.SpaceBar">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.PageUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.PageDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.End">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Home">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Left">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Up">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Right">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Down">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Insert">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Delete">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Zero">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.One">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Two">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Three">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Four">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Five">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Six">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Seven">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Eight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Nine">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.A">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.B">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.C">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.D">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.E">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.G">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.H">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.I">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.J">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.K">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.L">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.M">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.N">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.O">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.P">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Q">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.R">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.S">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.T">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.U">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.V">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.W">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.X">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Y">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Z">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadZero">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadOne">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadTwo">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadThree">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadFour">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadFive">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadSix">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadSeven">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadEight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumPadNine">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Multiply">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Add">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Subtract">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Decimal">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Divide">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F1">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F2">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F3">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F4">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F5">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F6">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F7">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F8">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F9">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F10">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F11">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.F12">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.NumLock">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ScrollLock">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftShift">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightShift">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftControl">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightControl">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftAlt">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightAlt">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftCommand">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightCommand">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Semicolon">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Equal">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Comma">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Underscore">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Hyphen">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Period">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Slash">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Tilde">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftBracket">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Backslash">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightBracket">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Apostrophe">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Ampersand">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Asterix">
- <summary/>
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- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Colon">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Dollar">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Exclamation">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.LeftParantheses">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.RightParantheses">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Quote">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Section">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Invalid">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Platform">
- <summary>
- Platform-specific
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- <member name="F:UnrealEngine.Framework.Keys.Platform.Delete">
- <summary/>
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- <member name="T:UnrealEngine.Framework.Keys.Gamepad">
- <summary>
- Gamepad
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- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftThumbstick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightThumbstick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftShoulder">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightShoulder">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.LeftTrigger">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.RightTrigger">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Gamepad.DPadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.DPadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.DPadRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.DPadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.SpecialLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.SpecialLeftX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.SpecialLeftY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.SpecialRight">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Gamepad.FaceButtonBottom">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.FaceButtonRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gamepad.FaceButtonLeft">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Gamepad.FaceButtonTop">
- <summary/>
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- <member name="T:UnrealEngine.Framework.Keys.Virtual">
- <summary>
- Virtual key codes used for input axis button press/release emulation
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- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.LeftStickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Virtual.LeftStickRight">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.LeftStickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Virtual.RightStickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Virtual.RightStickDown">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.RightStickRight">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.RightStickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Virtual.Tilt">
- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.RotationRate">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Virtual.Gravity">
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.Acceleration">
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.Accept">
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- <member name="F:UnrealEngine.Framework.Keys.Virtual.Back">
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- <member name="T:UnrealEngine.Framework.Keys.Gesture">
- <summary>
- Gestures
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- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gesture.Flick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Gesture.Rotate">
- <summary/>
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- <member name="T:UnrealEngine.Framework.Keys.PS4">
- <summary>
- PS4
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- <member name="F:UnrealEngine.Framework.Keys.PS4.Special">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Steam">
- <summary>
- Steam Controller
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- <member name="F:UnrealEngine.Framework.Keys.Steam.TouchZero">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Steam.TouchOne">
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- <member name="F:UnrealEngine.Framework.Keys.Steam.TouchTwo">
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- <summary/>
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- <member name="F:UnrealEngine.Framework.Keys.Steam.BackLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Steam.BackRight">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Xbox">
- <summary>
- Xbox
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- <member name="F:UnrealEngine.Framework.Keys.Xbox.GlobalMenu">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Xbox.GlobalView">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Xbox.GlobalPause">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Xbox.GlobalPlay">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Xbox.GlobalBack">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Android">
- <summary>
- Android
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Android.Back">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Android.VolumeUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Android.VolumeDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Android.Menu">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Daydream">
- <summary>
- Google Daydream
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.LeftSelectClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.LeftTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.LeftTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.LeftTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.LeftTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.RightSelectClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.RightTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.RightTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.RightTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Daydream.RightTrackpadTouch">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.Vive">
- <summary>
- HTC Vive
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftMenuClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.LeftTrackpadRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightMenuClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.Vive.RightTrackpadRight">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.MixedReality">
- <summary>
- Microsoft Mixed Reality
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftMenuClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftThumbstickRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.LeftTrackpadRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightMenuClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightThumbstickRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.MixedReality.RightTrackpadRight">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.OculusGo">
- <summary>
- Oculus Go
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftBackClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.LeftTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightBackClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusGo.RightTrackpadTouch">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.OculusTouch">
- <summary>
- Oculus Touch
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftXClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftYClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftXTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftYTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftMenuClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftGripAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftTriggerTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.LeftThumbstickRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightAClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightBClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightATouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightBTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightGripAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightTriggerTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.OculusTouch.RightThumbstickRight">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Keys.ValveIndex">
- <summary>
- Valve Index
- </summary>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftAClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftBClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftATouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftBTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftSystemTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftGripAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftGripForce">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTriggerTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftThumbstickRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadForce">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.LeftTrackpadRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightAClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightBClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightATouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightBTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightSystemClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightSystemTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightGripClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightGripAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightGripForce">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTriggerClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTriggerAxis">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTriggerTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightThumbstickRight">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadX">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadY">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadClick">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadForce">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadTouch">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadUp">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadDown">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadLeft">
- <summary/>
- </member>
- <member name="F:UnrealEngine.Framework.Keys.ValveIndex.RightTrackpadRight">
- <summary/>
- </member>
- <member name="T:UnrealEngine.Framework.Camera">
- <summary>
- A camera viewpoint that can be placed in a level
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Camera.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- <member name="T:UnrealEngine.Framework.Brush">
- <summary>
- The base class of brushes for level construction
- </summary>
- </member>
- <member name="M:UnrealEngine.Framework.Brush.#ctor(System.String,UnrealEngine.Framework.Blueprint)">
- <summary>
- Spawns the actor in the world
- </summary>
- <param name="name">The name of the actor</param>
- <param name="blueprint">The blueprint class to use as a base class, should be equal to the exact type of the actor</param>
- </member>
- </members>
- </doc>
|