|
|
@ -33,11 +33,14 @@ protected function Constructor() |
|
|
|
* Signal that will be emitted every tick. |
|
|
|
* Signal that will be emitted every tick. |
|
|
|
* |
|
|
|
* |
|
|
|
* [Signature] |
|
|
|
* [Signature] |
|
|
|
* void <slot>(float delta) |
|
|
|
* void <slot>(float delta, float dilationCoefficient) |
|
|
|
* |
|
|
|
* |
|
|
|
* @param delta In-game time in seconds that has passed since the last tick. |
|
|
|
* @param delta In-game time in seconds that has passed since |
|
|
|
* To obtain real time passed from the last tick multiply `delta` by |
|
|
|
* the last tick. To obtain real time passed from the last tick divide |
|
|
|
* `1.1 / level.timeDilation`. |
|
|
|
* `delta` by `dilationCoefficient`. |
|
|
|
|
|
|
|
* @param dilationCoefficient How fast is in-game time flow compared to |
|
|
|
|
|
|
|
* the real world's one? `2` means twice as fast and |
|
|
|
|
|
|
|
* `0.5` means twice as slow. |
|
|
|
*/ |
|
|
|
*/ |
|
|
|
/* SIGNAL */ |
|
|
|
/* SIGNAL */ |
|
|
|
public final function Unreal_OnTick_Slot OnTick( |
|
|
|
public final function Unreal_OnTick_Slot OnTick( |
|
|
|