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UTIL

Module: _util

LineTrace(Start: vector,End: vector,TraceComplex: boolean)return(HitResult: optional table?)
_util.LineTrace(Start: vector, End: vector, TraceComplex: boolean) -> HitResult: {time: number, distance: number, impactPoint: vector, impactNormal: vector, hitActor: actor, hitComponent: actorComponent}
1
GetDirectionVectors(Rotator: vector)return(Forward: vector,Right: vector,Up: vector)
-- Get forward, right, and up vectors
_util.GetDirectionVectors(Rotator: vector) -> Forward: vector, Right: vector, Up: vector
2
GetGameCameraRotation()return(Location: vector)
_util.GetGameCameraRotation() -> Location: vector
3
GetGameCameraLocation()return(Location: vector)
_util.GetGameCameraLocation() -> Location: vector
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StopGameCameraFade()return(nil)
_util.StopGameCameraFade() -> nil
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StartGameCameraFade(FromAlpha: number,ToAlpha: number,Duration: number,HoldWhenFinished: boolean,ShouldFadeAudio: boolean)return(nil)
_util.StartGameCameraFade(FromAlpha: number, ToAlpha: number, Duration: number, HoldWhenFinished: boolean, ShouldFadeAudio: boolean) -> nil
6
QuitGame()return(nil)
-- Guess what it does :)
_util.QuitGame() -> nil
7
Notification(Title: string,Description: string,LifeTime: number,Type: number,SkipFinishAnimation: optional boolean?)return(nil)
-- Type: 1=Pending, 2=Success, 3=Warning, 4=Fail, 5=Unknown)
_util.Notification(Title: string, Description: string, LifeTime: number, Type: number, SkipFinishAnimation: boolean?) -> nil
8
LoadAssetFromSoftReference(FontGamePath: any)return(ReturnValue: any)
-- internal
_util.LoadAssetFromSoftReference(FontGamePath: any) -> ReturnValue: any
9