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