UnrealSharp will attempt to pair up C++ member variables with their designated getters/setters and call these functions rather than setting the value directly in memory.
It also supports the new native Getter/Setters workflow that was implemented in 5.1.
Copy UPROPERTY(BlueprintGetter=K2_GetRootComponent, Category="Transformation")
TObjectPtr<USceneComponent> RootComponent;
Copy public UnrealSharp.Engine.USceneComponent RootComponent
{
get
{
unsafe
{
byte* ParamsBufferAllocation = stackalloc byte[K2_GetRootComponent_ParamsSize];
nint ParamsBuffer = (nint) ParamsBufferAllocation;
UStructExporter.CallInitializeStruct(K2_GetRootComponent_NativeFunction, ParamsBuffer);
UObjectExporter.CallInvokeNativeFunction(NativeObject, K2_GetRootComponent_NativeFunction, ParamsBuffer);
UnrealSharp.Engine.USceneComponent returnValue;
returnValue = ObjectMarshaller<UnrealSharp.Engine.USceneComponent>.FromNative(IntPtr.Add(ParamsBuffer, K2_GetRootComponent_ReturnValue_Offset), 0);
return (UnrealSharp.Engine.USceneComponent)returnValue;
}
}
}